From ab371cc93491baf0973ecc94b96c3a1fdb4abfd5 Mon Sep 17 00:00:00 2001 From: Dániel Juhász Date: Sat, 10 Dec 2016 19:02:44 +0100 Subject: 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. --- src/mg_schematic.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/mg_schematic.h') diff --git a/src/mg_schematic.h b/src/mg_schematic.h index 1d46e6ac4..2f60c843b 100644 --- a/src/mg_schematic.h +++ b/src/mg_schematic.h @@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/string.h" class Map; +class ServerMap; class Mapgen; class MMVManip; class PseudoRandom; @@ -108,7 +109,7 @@ public: void blitToVManip(MMVManip *vm, v3s16 p, Rotation rot, bool force_place); bool placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, Rotation rot, bool force_place); - void placeOnMap(Map *map, v3s16 p, u32 flags, Rotation rot, bool force_place); + void placeOnMap(ServerMap *map, v3s16 p, u32 flags, Rotation rot, bool force_place); void applyProbabilities(v3s16 p0, std::vector > *plist, -- cgit v1.2.3