Fixed multiple issues with lighting #224
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Chunk boundaries and special blocks are still lit incorrectly, but regular blocks work fine now.
Woot!
This is cool as shit, nice work!
Thanks. On another note, I've added a
WorldLighting
instance toReadOnlyWorld
, 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?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.
Okay, here's the commit for when you're free:
bd51718743
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.