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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
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7 changed files with 34 additions and 44 deletions
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@ -181,6 +181,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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v3s16 fpmax = vm->m_area.MaxEdge;
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v3s16 pmin = lua_istable(L, 2) ? check_v3s16(L, 2) : fpmin + yblock;
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v3s16 pmax = lua_istable(L, 3) ? check_v3s16(L, 3) : fpmax - yblock;
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bool propagate_shadow = lua_isboolean(L, 4) ? lua_toboolean(L, 4) : true;
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sortBoxVerticies(pmin, pmax);
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if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
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@ -191,7 +192,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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mg.ndef = ndef;
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mg.water_level = emerge->params.water_level;
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mg.calcLighting(pmin, pmax, fpmin, fpmax);
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mg.calcLighting(pmin, pmax, fpmin, fpmax, propagate_shadow);
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return 0;
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}
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