Fixed multiple issues with lighting #224

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moorehousew merged 1 commits from master into master 2015-11-24 12:56:42 -05:00
moorehousew commented 2015-11-24 12:55:01 -05:00 (Migrated from github.com)

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

Chunk boundaries and special blocks are still lit incorrectly, but regular blocks work fine now.
ddevault commented 2015-11-24 12:57:20 -05:00 (Migrated from github.com)

Woot!

Woot!
ddevault commented 2015-11-24 13:02:26 -05:00 (Migrated from github.com)

This is cool as shit, nice work!

This is cool as shit, nice work!
moorehousew commented 2015-11-24 13:07:10 -05:00 (Migrated from github.com)

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?

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 commented 2015-11-24 13:07:49 -05:00 (Migrated from github.com)

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.

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 commented 2015-11-24 13:09:22 -05:00 (Migrated from github.com)

Okay, here's the commit for when you're free: bd51718743

Okay, here's the commit for when you're free: https://github.com/mrpimpunicorn/TrueCraft/commit/bd51718743b4d163b4957a7a74d1c8d9ee316b69
ddevault commented 2015-11-24 18:06:44 -05:00 (Migrated from github.com)

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.

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.
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Reference: AstralTransRocketries/TrueCraft#224
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