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authorZefram <zefram@fysh.org>2014-04-26 23:26:07 +0100
committerShadowNinja <shadowninja@minetest.net>2014-04-27 14:43:31 -0400
commitdb796755707809e79eee85b2c4c599359c400008 (patch)
tree9ba4946f015d5a5193e3e46b8a115dc766bf961a /technic_chests/textures/technic_chest_overlay_red.png
parent60c75bce740bb00aa6f4f42de2d7c137bf17dc01 (diff)
Fix flashlight's light generation
The flashlight was lighting the wrong node, 1 m east of the player's lower half, thus getting no light if the player is adjacent to an eastern wall. Restore the old 1 m above, that coincides with the player's hands. There was a problem with light from the flashlight getting stuck in the map. This arises because the flashlight's light value was 15, the reserved value that the engine uses for sunlight. Moving the flashlight upwards, by jumping while it is equipped, would cause the node below it to acquire a bogus sunlit state. Fix this by reducing the flashlight's light value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight. The light_off node type is not required. With the light value limited to 14, mere removal of the light node suffices to correctly recalculate lighting.
Diffstat (limited to 'technic_chests/textures/technic_chest_overlay_red.png')
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