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* refactor: update water texture * feat(gameplay): implement transparent block rendering with depth sorting * fix(world): use camera pos for distance calculations, make water passable * refactor(player): use ivec3 for block pass check * feat(camera): add underwater detection * feat(renderer): add underwater effect with framebuffer post-processing * feat(block): add gas property and refactor solid block check * fix(assets): set leaf block transparency to false * fix(block): set leaf as transparent
7 lines
119 B
TOML
7 lines
119 B
TOML
id = 2
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is_cross_plane = false
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is_gas = false
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is_liquid = false
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is_passable = false
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is_transparent = false
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name = 'dirt' |