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authorparamat <mat.gregory@virginmedia.com>2016-03-13 07:56:27 +0000
committerparamat <mat.gregory@virginmedia.com>2016-03-14 08:45:01 +0000
commitbb2ee54d3b841ebdb6c6a0b6573b64216ae0baae (patch)
tree89e43502d2e9c1791a53e6f280a71f9ec0790fed /src/mapgen_valleys.cpp
parentc0b6986e3875e6f42682c78fd5db0080a7bae651 (diff)
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Mapgen: Fix light in tunnels at mapchunk borders
Don't excavate the overgenerated stone at node_max.Y + 1, this creates a 'roof' over the tunnel, preventing light in tunnels at mapchunk borders when generating mapchunks upwards.
Diffstat (limited to 'src/mapgen_valleys.cpp')
-rw-r--r--src/mapgen_valleys.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp
index d6fcde5f7..34a316abd 100644
--- a/src/mapgen_valleys.cpp
+++ b/src/mapgen_valleys.cpp
@@ -931,6 +931,12 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
for (s16 y = node_max.Y + 1;
y >= node_min.Y - 1;
y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
+ // Don't excavate the overgenerated stone at node_max.Y + 1,
+ // this creates a 'roof' over the tunnel, preventing light in
+ // tunnels at mapchunk borders when generating mapchunks upwards.
+ if (y > node_max.Y)
+ continue;
+
float terrain = noise_terrain_height->result[index_2d];
// Saves some time.