1.5 Pre-Release updates/fixes
Fix for Ender Portal Frame, w/eye of ender, in all orientations Minor fix for Comparator back torches Update to lighting on Quartz stairs Added Quartz Half Slabs
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@@ -1387,6 +1387,8 @@ def slabs(self, blockid, data):
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top = side = self.load_image_texture("textures/blocks/stonebricksmooth.png")
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elif texture== 6: # nether brick slab
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top = side = self.load_image_texture("textures/blocks/netherBrick.png")
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elif texture== 7: #quartz
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top = side = self.load_image_texture("textures/blocks/quartzblock_side.png")
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else:
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return None
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@@ -3052,7 +3054,7 @@ def comparator(self, blockid, data):
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active_torch = build_torch(True)
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inactive_torch = build_torch(False)
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back_torch = active_torch if blockid == 150 else inactive_torch
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back_torch = active_torch if (blockid == 150 or data & 0b1000 == 0b1000) else inactive_torch
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static_torch_img = active_torch if (data & 0b100 == 0b100) else inactive_torch
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img = self.build_full_block( (top, increment), None, None, side, side)
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@@ -3505,8 +3507,8 @@ def end_portal(self, blockid, data):
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return img
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# end portal frame
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@material(blockid=120, data=range(5), transparent=True)
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# end portal frame (data range 8 to get all orientations of filled)
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@material(blockid=120, data=range(8), transparent=True)
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def end_portal_frame(self, blockid, data):
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# The bottom 2 bits are oritation info but seems there is no
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# graphical difference between orientations
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@@ -4005,4 +4007,4 @@ def quartz_block(self, blockid, data):
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elif data == 4: # east-west oriented
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if self.rotation in (0,2):
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return self.build_full_block(side.rotate(90), None, None, side.rotate(90), top)
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return self.build_full_block(side, None, None, top, side.rotate(90))
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return self.build_full_block(side, None, None, top, side.rotate(90))
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