glm::vec3 color;
glm::vec3 outline_color;
+ // a string to display to the user
+ std::string label;
+
Block::Type id;
+ // light level that blocks of this type emit
int luminosity;
+ // whether to draw
bool visible;
+ // if true, stops light from propagating and fixes level to luminosity
bool block_light;
+ // whether to check for collisions at all
+ bool collision;
+ // if the block should be impenetrable
+ bool collide_block;
+
struct Faces {
bool face[Block::FACE_COUNT];
Faces &operator =(const Faces &other) noexcept {