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Mapgen: Add propagate_shadow bool to calcLighting

To terminate unwanted shadows from floatlands or realms above
Also add to LuaVoxelManip calc_lighting for use in mapgen mods
Remove the 2 argument calcLighting, mapgens now use the 5
argument form to specify the volumes for propagateSunlight and
spreadLight
In mgsinglenode replace calcLighting with setLighting and
clean-up use of tabs and spaces
This commit is contained in:
paramat 2015-12-02 03:28:03 +00:00
parent a78dd7f2b6
commit 49073ba2c3
7 changed files with 34 additions and 44 deletions

View file

@ -593,7 +593,9 @@ void MapgenV6::makeChunk(BlockMakeData *data)
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min, node_max);
calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
full_node_min, full_node_max);
this->generating = false;
}