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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 /src/script/lua_api/l_mapgen.cpp
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.
Diffstat (limited to 'src/script/lua_api/l_mapgen.cpp')
-rw-r--r--src/script/lua_api/l_mapgen.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/script/lua_api/l_mapgen.cpp b/src/script/lua_api/l_mapgen.cpp
index bc1c32f03..0bc9e25f7 100644
--- a/src/script/lua_api/l_mapgen.cpp
+++ b/src/script/lua_api/l_mapgen.cpp
@@ -1357,7 +1357,9 @@ int ModApiMapgen::l_place_schematic(lua_State *L)
{
MAP_LOCK_REQUIRED;
- Map *map = &(getEnv(L)->getMap());
+ GET_ENV_PTR;
+
+ ServerMap *map = &(env->getServerMap());
SchematicManager *schemmgr = getServer(L)->getEmergeManager()->schemmgr;
//// Read position