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Lighting: Fix nearly all issues
The cause of a single light source seemingly being lit without spread was due to its creation in the +Y mapblock boundary layer during map generation, which was ignored as the overtop. This overtop explicitly needs to be omitted during sunlight propagation, however. To accomplish this, Mapgen::calcLighting() was split into separate functions taking separate parameters. Additionally, do not diminish light too early during spread. This fixes the output inconsistency between Map::updateLighting and Mapgen::calcLighting.
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060ae29eaf
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7 changed files with 54 additions and 30 deletions
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@ -534,7 +534,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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}
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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//updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Grow grass
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growGrass();
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@ -551,8 +551,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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calcLighting(node_min, node_max);
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this->generating = false;
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}
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