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Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
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10 changed files with 408 additions and 636 deletions
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@ -1357,7 +1357,9 @@ int ModApiMapgen::l_place_schematic(lua_State *L)
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{
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MAP_LOCK_REQUIRED;
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Map *map = &(getEnv(L)->getMap());
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GET_ENV_PTR;
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ServerMap *map = &(env->getServerMap());
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SchematicManager *schemmgr = getServer(L)->getEmergeManager()->schemmgr;
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//// Read position
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