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author | Dániel Juhász <juhdanad@gmail.com> | 2016-12-10 19:02:44 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-03-11 02:06:18 +0000 |
commit | ab371cc93491baf0973ecc94b96c3a1fdb4abfd5 (patch) | |
tree | ea9eedcef115258714163ef3927a095847c35d7b /src/script/cpp_api/s_entity.cpp | |
parent | d785456b3fa35faf47cb972fde9e8668382c5e22 (diff) | |
download | minetest-ab371cc93491baf0973ecc94b96c3a1fdb4abfd5.tar.gz minetest-ab371cc93491baf0973ecc94b96c3a1fdb4abfd5.tar.bz2 minetest-ab371cc93491baf0973ecc94b96c3a1fdb4abfd5.zip |
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.
Diffstat (limited to 'src/script/cpp_api/s_entity.cpp')
0 files changed, 0 insertions, 0 deletions