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Fix black tree leaves, reduce above-ground cave shadows
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5961106f9f
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@ -241,8 +241,7 @@ void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nm
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void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
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VoxelArea a(nmin, nmax);
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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@ -278,8 +277,7 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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@ -342,9 +340,7 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax) {
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void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax) {
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level > nmax.Y);
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bool sunlight = !block_is_underground;
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@ -91,7 +91,8 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data) {
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updateLiquid(&data->transforming_liquid, node_min, node_max);
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// Calculate lighting
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calcLighting(node_min, node_max);
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calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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this->generating = false;
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}
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@ -471,7 +471,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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}
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// Calculate lighting
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calcLighting(node_min, node_max);
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calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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this->generating = false;
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}
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@ -186,7 +186,9 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
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//printf("makeChunk: %dms\n", t.stop());
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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calcLighting(node_min, node_max);
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calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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//setLighting(node_min, node_max, 0xFF);
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this->generating = false;
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