forked from mirrors/NBTExplorer
Fixes another lighting bug and a couple regressions from 0.5.2
This commit is contained in:
parent
8a3e973a58
commit
4097b44c22
4 changed files with 11 additions and 13 deletions
|
@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
|
||||||
// Build Number
|
// Build Number
|
||||||
// Revision
|
// Revision
|
||||||
//
|
//
|
||||||
[assembly: AssemblyVersion("0.5.2.0")]
|
[assembly: AssemblyVersion("0.5.3.0")]
|
||||||
[assembly: AssemblyFileVersion("0.5.2.0")]
|
[assembly: AssemblyFileVersion("0.5.3.0")]
|
||||||
|
|
|
@ -199,20 +199,18 @@ namespace Substrate
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update height map
|
|
||||||
|
|
||||||
if (info1.ObscuresLight != info2.ObscuresLight) {
|
|
||||||
_lightManager.UpdateHeightMap(x, y, z);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Light consistency
|
// Light consistency
|
||||||
|
|
||||||
if (_autoLight) {
|
if (_autoLight) {
|
||||||
if (info1.Luminance != info2.Luminance || info1.Opacity != info2.Opacity) {
|
if (info1.ObscuresLight != info2.ObscuresLight) {
|
||||||
|
_lightManager.UpdateHeightMap(x, y, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (info1.Luminance != info2.Luminance || info1.Opacity != info2.Opacity || info1.TransmitsLight != info2.TransmitsLight) {
|
||||||
UpdateBlockLight(x, y, z);
|
UpdateBlockLight(x, y, z);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (info1.Opacity != info2.Opacity) {
|
if (info1.Opacity != info2.Opacity || info1.TransmitsLight != info2.TransmitsLight) {
|
||||||
UpdateSkyLight(x, y, z);
|
UpdateSkyLight(x, y, z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -401,8 +401,8 @@ namespace Substrate
|
||||||
Bedrock = new BlockInfo(7, "Bedrock");
|
Bedrock = new BlockInfo(7, "Bedrock");
|
||||||
Water = new BlockInfo(8, "Water").SetOpacity(3).SetState(BlockState.FLUID);
|
Water = new BlockInfo(8, "Water").SetOpacity(3).SetState(BlockState.FLUID);
|
||||||
StationaryWater = new BlockInfo(9, "Stationary Water").SetOpacity(3).SetState(BlockState.FLUID);
|
StationaryWater = new BlockInfo(9, "Stationary Water").SetOpacity(3).SetState(BlockState.FLUID);
|
||||||
Lava = new BlockInfo(10, "Lava").SetLuminance(MAX_LUMINANCE).SetState(BlockState.FLUID);
|
Lava = new BlockInfo(10, "Lava").SetOpacity(0).SetLuminance(MAX_LUMINANCE).SetState(BlockState.FLUID);
|
||||||
StationaryLava = new BlockInfo(11, "Stationary Lava").SetLuminance(MAX_LUMINANCE).SetState(BlockState.FLUID);
|
StationaryLava = new BlockInfo(11, "Stationary Lava").SetOpacity(0).SetLuminance(MAX_LUMINANCE).SetState(BlockState.FLUID);
|
||||||
Sand = new BlockInfo(12, "Sand");
|
Sand = new BlockInfo(12, "Sand");
|
||||||
Gravel = new BlockInfo(13, "Gravel");
|
Gravel = new BlockInfo(13, "Gravel");
|
||||||
GoldOre = new BlockInfo(14, "Gold Ore");
|
GoldOre = new BlockInfo(14, "Gold Ore");
|
||||||
|
|
|
@ -383,7 +383,7 @@ namespace Substrate
|
||||||
|
|
||||||
public bool SaveChunk (Chunk chunk)
|
public bool SaveChunk (Chunk chunk)
|
||||||
{
|
{
|
||||||
Console.WriteLine("Region[{0}, {1}].Save({2}, {3})", _rx, _rz, ForeignX(chunk.X),ForeignZ(chunk.Z));
|
//Console.WriteLine("Region[{0}, {1}].Save({2}, {3})", _rx, _rz, ForeignX(chunk.X),ForeignZ(chunk.Z));
|
||||||
return chunk.Save(GetChunkOutStream(ForeignX(chunk.X), ForeignZ(chunk.Z)));
|
return chunk.Save(GetChunkOutStream(ForeignX(chunk.X), ForeignZ(chunk.Z)));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue