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15
README.txt
@ -1,4 +1,11 @@
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|||||||
snowdrift 0.5.0 by paramat
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snowdrift 0.6.4 by paramat.
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||||||
For Minetest 0.4.12 and later
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For Minetest 0.4.16 and later. Compatible with Minetest 5.0.0.
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Depends default
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Depends: default.
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Licenses: Source code MIT. Media (textures) CC BY-SA (3.0)
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Licenses
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--------
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Source code: MIT by paramat.
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Media:
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Textures CC BY-SA (3.0) by paramat.
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Sounds CC BY (3.0) by inchadney.
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http://freesound.org/people/inchadney/sounds/58835/
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302
init.lua
@ -1,22 +1,39 @@
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-- Parameters
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-- Parameters
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local PRECSPR = 11 -- Time scale for precipitation variation in minutes
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local YWATER = 1 -- Normally set this to world's water level
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local PRECOFF = 0.8 -- Precipitation noise threshold offset
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-- Particles are timed to disappear at this y
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local PROCHA = 0.2 -- Per player per globalstep processing chance
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-- Particles are not spawned for players below this y
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local FLAKES = 8 -- Snowflake density
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-- Rain sound is not played for players below this y
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local DROPS = 16 -- Rainfall density
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local YMIN = -48 -- Normally set this to deepest ocean
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local NISVAL = 39 -- Clouds RGB value at night
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local YMAX = 120 -- Normally set this to cloud level
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local DASVAL = 175 -- Clouds RGB value in daytime
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-- Weather does not occur for players outside this y range
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local PRECTIM = 300 -- Precipitation noise 'spread'
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-- Time scale for precipitation variation, in seconds
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local PRECTHR = 0.2 -- Precipitation noise threshold, -1 to 1:
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-- -1 = precipitation all the time
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-- 0 = precipitation half the time
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-- 1 = no precipitation
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local FLAKLPOS = 32 -- Snowflake light-tested positions per 0.5s cycle
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-- Maximum number of snowflakes spawned per 0.5s
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local DROPLPOS = 64 -- Raindrop light-tested positions per 0.5s cycle
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local DROPPPOS = 2 -- Number of raindrops spawned per light-tested position
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local RAINGAIN = 0.2 -- Rain sound volume
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local NISVAL = 39 -- Overcast sky RGB value at night (brightness)
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local DASVAL = 159 -- Overcast sky RGB value in daytime (brightness)
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local FLAKRAD = 16 -- Radius in which flakes are created
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local DROPRAD = 16 -- Radius in which drops are created
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-- Precipitation noise
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local np_prec = {
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local np_prec = {
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offset = 0,
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offset = 0,
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scale = 1,
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scale = 1,
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spread = {x = PRECSPR, y = PRECSPR, z = PRECSPR},
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spread = {x = PRECTIM, y = PRECTIM, z = PRECTIM},
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seed = 813,
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seed = 813,
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octaves = 1,
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octaves = 1,
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persist = 0,
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persist = 0,
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lacunarity = 2.0,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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}
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-- These 2 must match biome heat and humidity noise parameters for a world
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-- These 2 must match biome heat and humidity noise parameters for a world
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@ -29,7 +46,7 @@ local np_temp = {
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octaves = 3,
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octaves = 3,
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persist = 0.5,
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persist = 0.5,
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lacunarity = 2.0,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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}
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local np_humid = {
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local np_humid = {
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@ -40,13 +57,17 @@ local np_humid = {
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octaves = 3,
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octaves = 3,
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persist = 0.5,
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persist = 0.5,
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lacunarity = 2.0,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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}
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-- End parameters
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-- Stuff
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-- Some stuff
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local difsval = DASVAL - NISVAL
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local difsval = DASVAL - NISVAL
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local grad = 14 / 95
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local yint = 1496 / 95
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-- Initialise noise objects to nil
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-- Initialise noise objects to nil
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@ -56,46 +77,74 @@ local nobj_humid = nil
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local nobj_prec = nil
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local nobj_prec = nil
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-- Player tables
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local handles = {}
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local skybox = {} -- true/false. To not turn off skyboxes of other mods
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-- Globalstep function
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-- Globalstep function
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local os_time_0 = os.time()
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local t_offset = math.random(0, 300000)
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local timer = 0
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < 0.5 then
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return
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end
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timer = 0
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for _, player in ipairs(minetest.get_connected_players()) do
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for _, player in ipairs(minetest.get_connected_players()) do
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-- Randomise and spread processing load
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local player_name = player:get_player_name()
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if math.random() > PROCHA then
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return
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end
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local ppos = player:getpos()
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local ppos = player:getpos()
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local pposx = math.floor(ppos.x)
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-- Point just above player head, to ensure precipitation when swimming
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local pposy = math.floor(ppos.y)
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local pposy = math.floor(ppos.y) + 2
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local pposz = math.floor(ppos.z)
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if pposy >= YMIN and pposy <= YMAX then
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local pposx = math.floor(ppos.x)
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local pposz = math.floor(ppos.z)
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local ppos = {x = pposx, y = pposy, z = pposz}
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local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
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-- Heat, humidity and precipitation noises
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local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
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local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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-- Time in seconds.
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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-- Add the per-server-session random time offset to avoid identical behaviour
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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-- each server session.
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local time = os.difftime(os.time(), os_time_0) - t_offset
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-- Biome system: frozen biomes below heat 35,
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local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
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-- deserts below humidity 20
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local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
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local freeze = nval_temp < 35
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local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
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local precip = nval_prec > (nval_humid - 50) / 50 + PRECOFF
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-- Check if player is outside
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local outside = minetest.get_node_light(ppos, 0.5) == 15
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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local nval_prec = nobj_prec:get2d({x = time, y = 0})
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-- Occasionally reset player sky
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-- Default Minetest Game biome system:
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if math.random() < 0.05 then
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-- Frozen biomes below heat 35
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if precip then
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-- deserts below line 14 * t - 95 * h = -1496
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-- Set overcast sky
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-- h = (14 * t + 1496) / 95
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-- h = 14/95 * t + 1496/95
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-- where 14/95 is gradient and 1496/95 is 'y-intersection'
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-- h - 14/95 * t = 1496/95
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-- so area above line is
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-- h - 14/95 * t > 1496/95
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local freeze = nval_temp < 35
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local precip = nval_prec > PRECTHR and
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nval_humid - grad * nval_temp > yint
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-- Set sky
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if precip and not skybox[player_name] then
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-- Set overcast sky only if normal
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local sval
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local sval
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local time = minetest.get_timeofday()
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local time = minetest.get_timeofday()
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||||||
if time >= 0.5 then
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if time >= 0.5 then
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time = 1 - time
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time = 1 - time
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||||||
end
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end
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|
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-- Sky brightness transitions:
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-- Sky brightness transitions:
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-- First transition (24000 -) 4500, (1 -) 0.1875
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-- First transition (24000 -) 4500, (1 -) 0.1875
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-- Last transition (24000 -) 5750, (1 -) 0.2396
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-- Last transition (24000 -) 5750, (1 -) 0.2396
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||||||
@ -104,65 +153,138 @@ minetest.register_globalstep(function(dtime)
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|||||||
elseif time >= 0.2396 then
|
elseif time >= 0.2396 then
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sval = DASVAL
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sval = DASVAL
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else
|
else
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sval = math.floor(NISVAL + ((time - 0.1875) / 0.0521) * difsval)
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sval = math.floor(NISVAL +
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((time - 0.1875) / 0.0521) * difsval)
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end
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end
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255},
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255}, "plain", {})
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"plain", {}, false)
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else
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skybox[player_name] = true
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-- Reset sky to normal
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elseif not precip and skybox[player_name] then
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player:set_sky({}, "regular", {})
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-- Set normal sky only if skybox
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player:set_sky({}, "regular", {}, true)
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skybox[player_name] = nil
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end
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end
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end
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|
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if precip and outside then
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-- Stop looping sound.
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-- Precipitation
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-- Stop sound if head below water level.
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if freeze then
|
if not precip or freeze or pposy < YWATER then
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-- Snowfall
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if handles[player_name] then
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for flake = 1, FLAKES do
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minetest.sound_stop(handles[player_name])
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minetest.add_particle({
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handles[player_name] = nil
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pos = {
|
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x = pposx - 32 + math.random(0, 63),
|
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y = pposy + 10 + math.random(0, 4),
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z = pposz - 26 + math.random(0, 63)
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},
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vel = {
|
|
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x = 0.0,
|
|
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y = -2.0,
|
|
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z = -1.0
|
|
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},
|
|
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acc = {x = 0, y = 0, z = 0},
|
|
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expirationtime = 12,
|
|
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size = 2.8,
|
|
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collisiondetection = false,
|
|
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vertical = false,
|
|
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texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
|
|
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playername = player:get_player_name()
|
|
||||||
})
|
|
||||||
end
|
end
|
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else
|
end
|
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-- Rainfall
|
|
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for flake = 1, DROPS do
|
-- Particles and sounds.
|
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minetest.add_particle({
|
-- Only if head above water level.
|
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pos = {
|
if precip and pposy >= YWATER then
|
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x = pposx - 8 + math.random(0, 16),
|
if freeze then
|
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y = pposy + 6 + math.random(0, 4),
|
-- Snowfall particles
|
||||||
z = pposz - 8 + math.random(0, 16)
|
for lpos = 1, FLAKLPOS do
|
||||||
},
|
local lposx = pposx - FLAKRAD +
|
||||||
vel = {
|
math.random(0, FLAKRAD * 2)
|
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x = 0.0,
|
local lposz = pposz - FLAKRAD +
|
||||||
y = -8.0,
|
math.random(0, FLAKRAD * 2)
|
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z = 0.0
|
if minetest.get_node_light(
|
||||||
},
|
{x = lposx, y = pposy + 10, z = lposz},
|
||||||
acc = {x = 0, y = 0, z = 0},
|
0.5) == 15 then
|
||||||
expirationtime = 2,
|
-- Any position above light-tested position is also
|
||||||
size = 2.8,
|
-- light level 15.
|
||||||
collisiondetection = false,
|
-- Spawn Y randomised to avoid particles falling
|
||||||
vertical = true,
|
-- in separated layers.
|
||||||
texture = "snowdrift_raindrop.png",
|
-- Random range = speed * cycle time
|
||||||
playername = player:get_player_name()
|
local spawny = pposy + 10 + math.random(0, 10) / 10
|
||||||
})
|
local extime = math.min((spawny - YWATER) / 2, 10)
|
||||||
|
|
||||||
|
minetest.add_particle({
|
||||||
|
pos = {x = lposx, y = spawny, z = lposz},
|
||||||
|
velocity = {x = 0, y = -2.0, z = 0},
|
||||||
|
acceleration = {x = 0, y = 0, z = 0},
|
||||||
|
expirationtime = extime,
|
||||||
|
size = 2.8,
|
||||||
|
collisiondetection = true,
|
||||||
|
collision_removal = true,
|
||||||
|
vertical = false,
|
||||||
|
texture = "snowdrift_snowflake" ..
|
||||||
|
math.random(1, 12) .. ".png",
|
||||||
|
playername = player:get_player_name()
|
||||||
|
})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
-- Rainfall particles
|
||||||
|
for lpos = 1, DROPLPOS do
|
||||||
|
local lposx = pposx - DROPRAD +
|
||||||
|
math.random(0, DROPRAD * 2)
|
||||||
|
local lposz = pposz - DROPRAD +
|
||||||
|
math.random(0, DROPRAD * 2)
|
||||||
|
if minetest.get_node_light(
|
||||||
|
{x = lposx, y = pposy + 10, z = lposz},
|
||||||
|
0.5) == 15 then
|
||||||
|
for drop = 1, DROPPPOS do
|
||||||
|
local spawny = pposy + 10 + math.random(0, 60) / 10
|
||||||
|
local extime = math.min((spawny - YWATER) / 12, 2)
|
||||||
|
local spawnx = lposx - 0.4 + math.random(0, 8) / 10
|
||||||
|
local spawnz = lposz - 0.4 + math.random(0, 8) / 10
|
||||||
|
|
||||||
|
minetest.add_particle({
|
||||||
|
pos = {x = spawnx, y = spawny, z = spawnz},
|
||||||
|
velocity = {x = 0.0, y = -12.0, z = 0.0},
|
||||||
|
acceleration = {x = 0, y = 0, z = 0},
|
||||||
|
expirationtime = extime,
|
||||||
|
size = 2.8,
|
||||||
|
collisiondetection = true,
|
||||||
|
collision_removal = true,
|
||||||
|
vertical = true,
|
||||||
|
texture = "snowdrift_raindrop.png",
|
||||||
|
playername = player:get_player_name()
|
||||||
|
})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
-- Start looping sound
|
||||||
|
if not handles[player_name] then
|
||||||
|
local handle = minetest.sound_play(
|
||||||
|
"snowdrift_rain",
|
||||||
|
{
|
||||||
|
to_player = player_name,
|
||||||
|
gain = RAINGAIN,
|
||||||
|
loop = true,
|
||||||
|
}
|
||||||
|
)
|
||||||
|
if handle then
|
||||||
|
handles[player_name] = handle
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
else
|
||||||
|
-- Player outside y limits.
|
||||||
|
-- Stop sound if playing.
|
||||||
|
if handles[player_name] then
|
||||||
|
minetest.sound_stop(handles[player_name])
|
||||||
|
handles[player_name] = nil
|
||||||
|
end
|
||||||
|
-- Set normal sky if skybox
|
||||||
|
if skybox[player_name] then
|
||||||
|
player:set_sky({}, "regular", {}, true)
|
||||||
|
skybox[player_name] = nil
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
|
||||||
|
|
||||||
|
-- On leaveplayer function
|
||||||
|
|
||||||
|
minetest.register_on_leaveplayer(function(player)
|
||||||
|
local player_name = player:get_player_name()
|
||||||
|
-- Stop sound if playing and remove handle
|
||||||
|
if handles[player_name] then
|
||||||
|
minetest.sound_stop(handles[player_name])
|
||||||
|
handles[player_name] = nil
|
||||||
|
end
|
||||||
|
-- Remove skybox bool if necessary
|
||||||
|
if skybox[player_name] then
|
||||||
|
skybox[player_name] = nil
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
69
license.txt
@ -2,7 +2,7 @@ License of source code
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----------------------
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----------------------
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The MIT License (MIT)
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The MIT License (MIT)
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Copyright (C) 2014-2016 paramat
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Copyright (C) 2017 paramat
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Permission is hereby granted, free of charge, to any person obtaining a copy of this
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Permission is hereby granted, free of charge, to any person obtaining a copy of this
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software and associated documentation files (the "Software"), to deal in the Software
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software and associated documentation files (the "Software"), to deal in the Software
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@ -22,3 +22,70 @@ DEALINGS IN THE SOFTWARE.
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For more details:
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For more details:
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https://opensource.org/licenses/MIT
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https://opensource.org/licenses/MIT
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License of media (textures)
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---------------------------
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Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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Copyright (C) 2017 paramat
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You are free to:
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Share — copy and redistribute the material in any medium or format.
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Adapt — remix, transform, and build upon the material for any purpose, even commercially.
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The licensor cannot revoke these freedoms as long as you follow the license terms.
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Under the following terms:
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Attribution — You must give appropriate credit, provide a link to the license, and
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indicate if changes were made. You may do so in any reasonable manner, but not in any way
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that suggests the licensor endorses you or your use.
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ShareAlike — If you remix, transform, or build upon the material, you must distribute
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your contributions under the same license as the original.
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No additional restrictions — You may not apply legal terms or technological measures that
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legally restrict others from doing anything the license permits.
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Notices:
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You do not have to comply with the license for elements of the material in the public
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domain or where your use is permitted by an applicable exception or limitation.
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No warranties are given. The license may not give you all of the permissions necessary
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for your intended use. For example, other rights such as publicity, privacy, or moral
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rights may limit how you use the material.
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For more details:
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http://creativecommons.org/licenses/by-sa/3.0/
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License of media (sounds)
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-------------------------
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Attribution 3.0 Unported (CC BY 3.0)
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Copyright (C) 2008 inchadney
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You are free to:
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||||||
|
Share — copy and redistribute the material in any medium or format.
|
||||||
|
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
|
||||||
|
The licensor cannot revoke these freedoms as long as you follow the license terms.
|
||||||
|
|
||||||
|
Under the following terms:
|
||||||
|
|
||||||
|
Attribution — You must give appropriate credit, provide a link to the license, and
|
||||||
|
indicate if changes were made. You may do so in any reasonable manner, but not in any way
|
||||||
|
that suggests the licensor endorses you or your use.
|
||||||
|
|
||||||
|
No additional restrictions — You may not apply legal terms or technological measures that
|
||||||
|
legally restrict others from doing anything the license permits.
|
||||||
|
|
||||||
|
Notices:
|
||||||
|
|
||||||
|
You do not have to comply with the license for elements of the material in the public
|
||||||
|
domain or where your use is permitted by an applicable exception or limitation.
|
||||||
|
No warranties are given. The license may not give you all of the permissions necessary
|
||||||
|
for your intended use. For example, other rights such as publicity, privacy, or moral
|
||||||
|
rights may limit how you use the material.
|
||||||
|
|
||||||
|
For more details:
|
||||||
|
http://creativecommons.org/licenses/by/3.0/
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BIN
sounds/snowdrift_rain.ogg
Normal file
Before Width: | Height: | Size: 148 B After Width: | Height: | Size: 148 B |
Before Width: | Height: | Size: 179 B After Width: | Height: | Size: 104 B |
BIN
textures/snowdrift_snowflake10.png
Normal file
After Width: | Height: | Size: 105 B |
BIN
textures/snowdrift_snowflake11.png
Normal file
After Width: | Height: | Size: 105 B |
BIN
textures/snowdrift_snowflake12.png
Normal file
After Width: | Height: | Size: 105 B |
Before Width: | Height: | Size: 193 B After Width: | Height: | Size: 104 B |
Before Width: | Height: | Size: 197 B After Width: | Height: | Size: 102 B |
Before Width: | Height: | Size: 192 B After Width: | Height: | Size: 104 B |
BIN
textures/snowdrift_snowflake5.png
Normal file
After Width: | Height: | Size: 105 B |
BIN
textures/snowdrift_snowflake6.png
Normal file
After Width: | Height: | Size: 105 B |
BIN
textures/snowdrift_snowflake7.png
Normal file
After Width: | Height: | Size: 104 B |
BIN
textures/snowdrift_snowflake8.png
Normal file
After Width: | Height: | Size: 105 B |
BIN
textures/snowdrift_snowflake9.png
Normal file
After Width: | Height: | Size: 105 B |