Skip to content
This repository has been archived by the owner on Nov 19, 2018. It is now read-only.

Fixed multiple issues with lighting #224

Merged
merged 1 commit into from
Nov 24, 2015
Merged

Fixed multiple issues with lighting #224

merged 1 commit into from
Nov 24, 2015

Conversation

moorehousew
Copy link
Collaborator

Chunk boundaries and special blocks are still lit incorrectly, but regular blocks work fine now.

ddevault added a commit that referenced this pull request Nov 24, 2015
Fixed multiple issues with lighting
@ddevault ddevault merged commit 8255224 into ddevault:master Nov 24, 2015
@ddevault
Copy link
Owner

Woot!

@ddevault
Copy link
Owner

This is cool as shit, nice work!

@moorehousew
Copy link
Collaborator Author

Thanks. On another note, I've added a WorldLighting instance to ReadOnlyWorld, it calls the same lighting code the server does during various world-related events (chunk load, block change, etc.), yet the light level doesn't seem to change anywhere. Thoughts?

@ddevault
Copy link
Owner

I can't look into it too much while I'm at work, but I'll take a look later today and see what I can find out.

@moorehousew
Copy link
Collaborator Author

Okay, here's the commit for when you're free: https://github.com/mrpimpunicorn/TrueCraft/commit/bd51718743b4d163b4957a7a74d1c8d9ee316b69

@ddevault
Copy link
Owner

Okay, the issue is that the chunks have TerrainPopulated = false, which causes lighting operations to have no effect. I implemented relighting myself - but it ends up in some sort of feedback loop that freezes the game by queueing lighting operations exponentially. My work is in the lighting-fixes branch, will take another look later.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants