More empty floor bugfixes
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@@ -20,7 +20,6 @@ void main(){
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float stime = u_time / 5.0;
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vec4 sampled = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0));
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vec3 color = sampled.rgb * vec3(0.9, 0.9, 1);
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float tester = mod((coords.x + coords.y*1.1 + sin(stime / 8.0 + coords.x/5.0 - coords.y/100.0)*2.0) +
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@@ -255,7 +255,7 @@ public class Floor extends Block{
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Point2 point = Geometry.d8[i];
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Tile other = tile.nearby(point);
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if(other != null && doEdge(tile, other, other.floor()) && other.floor().cacheLayer == realCache && other.floor().edges() != null){
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if(other != null && doEdge(tile, other, other.floor()) && other.floor().cacheLayer == realCache && other.floor().edges() != null && other.floor() != Blocks.empty){
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if(!blended.getAndSet(other.floor().id)){
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blenders.add(other.floor());
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