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authorDániel Juhász <juhdanad@gmail.com>2016-12-10 19:02:44 +0100
committerparamat <mat.gregory@virginmedia.com>2017-03-11 02:06:18 +0000
commitab371cc93491baf0973ecc94b96c3a1fdb4abfd5 (patch)
treeea9eedcef115258714163ef3927a095847c35d7b /client/shaders
parentd785456b3fa35faf47cb972fde9e8668382c5e22 (diff)
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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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