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* Run updatepo.shest312016-12-14
* Run updatepo.shest312016-08-30
* Run updatepo.shest312016-07-12
* Translated using Weblate (Hungarian)Kisbenedek Márton2016-05-10
* Run updatepo.shest312016-05-05
* Translated using Weblate (Hungarian)Kisbenedek Márton2016-03-25
* Update po files, minetest.conf.example and settings_translation_file.cppest312016-02-27
* Translated using Weblate (Hungarian)Kisbenedek Márton2016-02-27
* Translated using Weblate (Hungarian)Kisbenedek Márton2016-01-25
* Run util/updatepo.shest312015-11-08
* Run updatepo.shest312015-10-24
* Translated using Weblate (Hungarian)way-hu2015-10-05
* Run updatepo.shest312015-09-12
* Translated using Weblate (Hungarian)Kisbenedek Márton2015-09-12
* Translated using Weblate (Hungarian)Kisbenedek Márton2015-08-09
* Run updatepo.shest312015-07-17
* Revert "Update Russian translation"Kahrl2014-12-13
* Update po filesShadowNinja2014-12-12
* Run updatepo.shPilzAdam2013-11-23
* Run updatepo.shIlya Zhuravlev2013-09-08
* Run util/updatepo.shPilzAdam2013-08-25
* Fix *.po errors caused by rebase.Ilya Zhuravlev2013-08-25
* Translated using Weblate (Hungarian)Sasikaa Lacikaa2013-08-25
* Fix i18n of some strings.arsdragonfly2013-07-02
* Add Hungarian language.Ilya Zhuravlev2013-06-21
an> setLight(VoxelManipulator &v, VoxelArea a, u8 light, INodeDefManager *ndef) { for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++) for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { v3s16 p(x,y,z); MapNode &n = v.getNodeRefUnsafe(p); n.setLight(LIGHTBANK_DAY, light, ndef); n.setLight(LIGHTBANK_NIGHT, light, ndef); } } void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a, enum LightBank bank, INodeDefManager *ndef, std::set<v3s16> & light_sources, std::map<v3s16, u8> & unlight_from) { // The full area we shall touch VoxelArea required_a = a; required_a.pad(v3s16(0,0,0)); // Make sure we have access to it v.addArea(a); for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++) for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) { v3s16 p(x,y,z); MapNode &n = v.getNodeRefUnsafe(p); u8 oldlight = n.getLight(bank, ndef); n.setLight(bank, 0, ndef); // If node sources light, add to list u8 source = ndef->get(n).light_source; if(source != 0) light_sources.insert(p); // Collect borders for unlighting if((x==a.MinEdge.X || x == a.MaxEdge.X || y==a.MinEdge.Y || y == a.MaxEdge.Y || z==a.MinEdge.Z || z == a.MaxEdge.Z) && oldlight != 0) { unlight_from[p] = oldlight; } } } SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a, bool inexistent_top_provides_sunlight, std::set<v3s16> & light_sources, INodeDefManager *ndef) { // Return values bool bottom_sunlight_valid = true; // The full area we shall touch extends one extra at top and bottom VoxelArea required_a = a; required_a.pad(v3s16(0,1,0)); // Make sure we have access to it v.addArea(a); s16 max_y = a.MaxEdge.Y; s16 min_y = a.MinEdge.Y; for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++) for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) { v3s16 p_overtop(x, max_y+1, z); bool overtop_has_sunlight = false; // If overtop node does not exist, trust heuristics if(!v.exists(p_overtop)) overtop_has_sunlight = inexistent_top_provides_sunlight; else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE) overtop_has_sunlight = inexistent_top_provides_sunlight; // Otherwise refer to it's light value else overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight( LIGHTBANK_DAY, ndef) == LIGHT_SUN); // Copy overtop's sunlight all over the place u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0; for(s32 y=max_y; y>=min_y; y--) { v3s16 p(x,y,z); MapNode &n = v.getNodeRefUnsafe(p); if(incoming_light == 0){ // Do nothing } else if(incoming_light == LIGHT_SUN && ndef->get(n).sunlight_propagates){ // Do nothing } else if(ndef->get(n).sunlight_propagates == false){ incoming_light = 0; } else { incoming_light = diminish_light(incoming_light); } u8 old_light = n.getLight(LIGHTBANK_DAY, ndef); if(incoming_light > old_light) n.setLight(LIGHTBANK_DAY, incoming_light, ndef); if(diminish_light(incoming_light) != 0) light_sources.insert(p); } // Check validity of sunlight at top of block below if it // hasn't already been proven invalid if(bottom_sunlight_valid) { bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN); v3s16 p_overbottom(x, min_y-1, z); if(!v.exists(p_overbottom) || v.getNodeRefUnsafe(p_overbottom ).getContent() == CONTENT_IGNORE){ // Is not known, cannot compare } else { bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom ).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN); if(sunlight_should_continue_down != overbottom_has_sunlight){ bottom_sunlight_valid = false; } } } } return SunlightPropagateResult(bottom_sunlight_valid); } } // namespace voxalgo