as per paramat's recommendation a temporary "shadow caster" layer is written above the chunk when underground relative to the current layer. This works perfectly and lighting works properly while at the same time it is calculated by the engine. A major change in the API was however necessary to limit memory usage. The VM, are and VM data are now initialized in the multi_map core, and passed on to the generators as otherwise multiple data arrays were created (one for the shadow caster, one of the generator, one to remove the shadow caster again) and multiple calls to set_data and write_to_map... This is also much better in case generators are chained (i.e. multiple generators being called within a single mapgen on_generated call) |
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.. | ||
textures | ||
depends.txt | ||
init.lua |