Light calculation: New bulk node lighting code
authorDániel Juhász <juhdanad@gmail.com>
Sat, 10 Dec 2016 18:02:44 +0000 (19:02 +0100)
committerparamat <mat.gregory@virginmedia.com>
Sat, 11 Mar 2017 02:06:18 +0000 (02:06 +0000)
commitab371cc93491baf0973ecc94b96c3a1fdb4abfd5
treeea9eedcef115258714163ef3927a095847c35d7b
parentd785456b3fa35faf47cb972fde9e8668382c5e22
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.
doc/lua_api.txt
src/map.cpp
src/map.h
src/mg_schematic.cpp
src/mg_schematic.h
src/script/lua_api/l_mapgen.cpp
src/script/lua_api/l_vmanip.cpp
src/treegen.cpp
src/voxelalgorithms.cpp
src/voxelalgorithms.h