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Mapgen: Add propagate_shadow bool to calcLighting
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
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@@ -593,7 +593,9 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min, node_max);
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calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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full_node_min, full_node_max);
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this->generating = false;
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}
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