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Lighting glitch since "Variable name fix + structure creation unrolling in lighting code" #7118
Comments
May be this line: bcdb3d5#diff-d8d3b69601fbe8b3c44441473970f0a0R1117 Try changing to const ContentFeatures &newf = ndef->get(newnode); |
I don't think so. It's probably better if you can observe the bug first-hand. |
typo, Y instead of Z
seems to resolve the issue unavoidable considering all the XYZ soup - did not notice until the 3rd readthrough. |
Ty @SmallJoker. It seems a missing force push didn't pass on my pr before merge, as i replaced (x,y,z) with v3s16 for that call...
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Issue type
Minetest version
OS / Hardware
Operating system:
CPU: AMD
GPU model: nVidia 1050
OpenGL version: ?
Summary
When using commit bcdb3d5 or newer, changes to mesecon (powerred/unpowered) causes other lights nearby to lose their spread.
Steps to reproduce
Create a new world with Minetest_game and add Mesecons as a mod.
Change to night and place torches and mesecons.
Change the state of the mesecons.
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