Biomes: Make dust fallback 'ignore' to fix y = 63 lighting
authorparamat <mat.gregory@virginmedia.com>
Thu, 21 Apr 2016 07:58:29 +0000 (08:58 +0100)
committerparamat <mat.gregory@virginmedia.com>
Thu, 21 Apr 2016 09:15:12 +0000 (10:15 +0100)
The shadow bug at y = 63 was caused by dark air being placed as dust,
when the biome dust was unspecified it was falling back to 'air'
In dustTopNodes only dust == 'ignore' will disable dust placement

src/mg_biome.cpp

index 055ce01982c35e36af1ba2d7895bf2b2e0e8be6c..9ab8d06cc81548c42e52c71f8b2d3f3035a8ad0d 100644 (file)
@@ -56,7 +56,7 @@ BiomeManager::BiomeManager(IGameDef *gamedef) :
        b->m_nodenames.push_back("mapgen_water_source");
        b->m_nodenames.push_back("mapgen_water_source");
        b->m_nodenames.push_back("mapgen_river_water_source");
-       b->m_nodenames.push_back("air");
+       b->m_nodenames.push_back("ignore");
        m_ndef->pendNodeResolve(b);
 
        add(b);
@@ -138,5 +138,5 @@ void Biome::resolveNodeNames()
        getIdFromNrBacklog(&c_water_top,   "mapgen_water_source",       CONTENT_AIR);
        getIdFromNrBacklog(&c_water,       "mapgen_water_source",       CONTENT_AIR);
        getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
-       getIdFromNrBacklog(&c_dust,        "air",                       CONTENT_IGNORE);
+       getIdFromNrBacklog(&c_dust,        "ignore",                    CONTENT_IGNORE);
 }