Lua API: Document shader dependencies of set_lighting() (#13079)

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SmallJoker 2022-12-26 21:59:55 +01:00 committed by GitHub
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commit 03e710160f
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2 changed files with 5 additions and 3 deletions

@ -7468,8 +7468,10 @@ child will follow movement and rotation of that bone.
* `saturation` sets the saturation (vividness). * `saturation` sets the saturation (vividness).
values > 1 increase the saturation values > 1 increase the saturation
values in [0,1) decrease the saturation values in [0,1) decrease the saturation
* This value has no effect on clients who have the "Tone Mapping" shader disabled.
* `shadows` is a table that controls ambient shadows * `shadows` is a table that controls ambient shadows
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness) * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
* `get_lighting()`: returns the current state of lighting for the player. * `get_lighting()`: returns the current state of lighting for the player.
* Result is a table with the same fields as `light_definition` in `set_lighting`. * Result is a table with the same fields as `light_definition` in `set_lighting`.
* `respawn()`: Respawns the player using the same mechanism as the death screen, * `respawn()`: Respawns the player using the same mechanism as the death screen,

@ -2294,10 +2294,10 @@ int ObjectRef::l_set_lighting(lua_State *L)
Lighting lighting = player->getLighting(); Lighting lighting = player->getLighting();
lua_getfield(L, 2, "shadows"); lua_getfield(L, 2, "shadows");
if (lua_istable(L, -1)) { if (lua_istable(L, -1)) {
lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity); getfloatfield(L, -1, "intensity", lighting.shadow_intensity);
} }
lighting.saturation = getfloatfield_default(L, 2, "saturation", lighting.saturation); lua_pop(L, 1); // shadows
lua_pop(L, -1); getfloatfield(L, -1, "saturation", lighting.saturation);
getServer(L)->setLighting(player, lighting); getServer(L)->setLighting(player, lighting);
return 0; return 0;