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.
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
instead of the EmergeManager.
- New Script API functions added:
core.get_mapgen_setting
core.get_mapgen_setting_noiseparams,
core.set_mapgen_setting, and
core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
To terminate unwanted shadows from floatlands or realms above
Also add to LuaVoxelManip calc_lighting for use in mapgen mods
Remove the 2 argument calcLighting, mapgens now use the 5
argument form to specify the volumes for propagateSunlight and
spreadLight
In mgsinglenode replace calcLighting with setLighting and
clean-up use of tabs and spaces
The cause of a single light source seemingly being lit without spread
was due to its creation in the +Y mapblock boundary layer during map
generation, which was ignored as the overtop. This overtop explicitly
needs to be omitted during sunlight propagation, however. To accomplish
this, Mapgen::calcLighting() was split into separate functions taking
separate parameters.
Additionally, do not diminish light too early during spread. This fixes the
output inconsistency between Map::updateLighting and Mapgen::calcLighting.
MapgenParams is no longer a polymorphic class, eliminating the need for messy and bug-prone reallocations.
Separation between the common and mapgen-specific parameters is now strongly defined.
Mapgen parameters objects are now properly encapsulated within the proper subsystems.