Terrain changes are not reflected in the lighting array #32

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opened 2013-06-21 00:26:19 +00:00 by sylae · 4 comments
sylae commented 2013-06-21 00:26:19 +00:00 (Migrated from github.com)

Terrain changes (such as through a Change Terrain node) do not update the t_d.lighting array.

It's been pointed out that this aspect of the bug could be useful, and as such I'm going to modify the Change Town Lighting node to allow this feature (so that you can "purge" the lighting array by setting it to the same light level it already was).

Terrain changes (such as through a Change Terrain node) do not update the t_d.lighting array. It's been pointed out that this aspect of the bug could be useful, and as such I'm going to modify the Change Town Lighting node to allow this feature (so that you can "purge" the lighting array by setting it to the same light level it already was).
sylae commented 2013-06-21 00:39:25 +00:00 (Migrated from github.com)

commit d289ae8 partially fixes this issue by copy-pasting the lighting generation code from the Scenario Editor. However, due to unknown circumstances, any "warped in" light-emitting tiles (i.e. change a cave floor to a torch" will only emit a radius of one tile. I'm not quite sure how to fix this.

commit d289ae8 partially fixes this issue by copy-pasting the lighting generation code from the Scenario Editor. However, due to unknown circumstances, any "warped in" light-emitting tiles (i.e. change a cave floor to a torch" will only emit a radius of one tile. I'm not quite sure how to fix this.
CelticMinstrel commented 2015-06-14 05:58:16 +00:00 (Migrated from github.com)

I haven't tested yet to be sure it works right, but lighting is now recalculated whenever a terrain space is changed to a type with a different light radius. I'm wondering what about the bug could be useful though?

I haven't tested yet to be sure it works right, but lighting is now recalculated whenever a terrain space is changed to a type with a different light radius. I'm wondering what about the bug could be useful though?
CelticMinstrel commented 2018-02-11 17:29:27 +00:00 (Migrated from github.com)

Pretty sure I fixed this by always regenerating the lighting after a terrain change...

Pretty sure I fixed this by always regenerating the lighting after a terrain change...
NQNStudios commented 2025-02-06 14:32:24 +00:00 (Migrated from github.com)

Confirmed: this is fixed.

Confirmed: this is fixed.
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