This seems to be an engine issue, I can re-create these shadows with this code
Code: Select all
minetest.register_on_generated(function(minp,maxp,seed)
vm,emin,emax = minetest.get_mapgen_object("voxelmanip")
vm:set_lighting({day=0,night=0})
vm:calc_lighting()
vm:write_to_map()
end)
Also I can reproduce ~100% of times by loading a map in a specific way.
Hopefully not terrain dependent:
Look forward when loading terrain.
When all chunks loaded, look backwards.
When all chunks loaded, look left or right.
When all chunks loaded, look backwards.
Spoiler
chunksize = 5
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 50
persistence = 0.5
scale = 50
seed = 5349
spread = (750,750,750)
}
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
octaves = 2
offset = 0
persistence = 1
scale = 1.5
seed = 13
spread = (8,8,8)
}
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 50
persistence = 0.5
scale = 50
seed = 842
spread = (750,750,750)
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
octaves = 2
offset = 0
persistence = 1
scale = 1.5
seed = 90003
spread = (8,8,8)
}
mg_flags = notrees, nocaves, dungeons, noflat, light, decorations
mg_name = v7
mgv7_cave_width = 0.3
mgv7_np_cave1 = {
flags = defaults
lacunarity = 2
octaves = 4
offset = 0
persistence = 0.5
scale = 12
seed = 52534
spread = (96,96,96)
}
mgv7_np_cave2 = {
flags = defaults
lacunarity = 2
octaves = 4
offset = 0
persistence = 0.5
scale = 12
seed = 10325
spread = (96,96,96)
}
mgv7_np_filler_depth = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 0
persistence = 0.7
scale = 1.2
seed = 261
spread = (150,150,150)
}
mgv7_np_height_select = {
flags = defaults
lacunarity = 2
octaves = 6
offset = -8
persistence = 0.7
scale = 16
seed = 4213
spread = (500,500,500)
}
mgv7_np_mount_height = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 256
persistence = 0.6
scale = 112
seed = 72449
spread = (1000,1000,1000)
}
mgv7_np_mountain = {
flags = defaults
lacunarity = 2
octaves = 5
offset = -0.6
persistence = 0.63
scale = 1
seed = 5333
spread = (250,350,250)
}
mgv7_np_ridge = {
flags = defaults
lacunarity = 2
octaves = 4
offset = 0
persistence = 0.75
scale = 1
seed = 6467
spread = (100,100,100)
}
mgv7_np_ridge_uwater = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 0
persistence = 0.6
scale = 1
seed = 85039
spread = (1000,1000,1000)
}
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 4
persistence = 0.6
scale = 25
seed = 5934
spread = (600,600,600)
}
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 4
persistence = 0.6
scale = 70
seed = 82341
spread = (600,600,600)
}
mgv7_np_terrain_persist = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 0.6
persistence = 0.6
scale = 0.1
seed = 539
spread = (2000,2000,2000)
}
mgv7_spflags = mountains, ridges
seed = 3965213387771378814
water_level = 1
[end_of_params]
Tested at (2381,50-60,3004)
Reloading was done by deleting map.sqlite
Lighting issues will appear in different places each load.
Issue seems to be with light updates in the extended emerge area where the chunks are already loaded, as I can see the light issues forming on already loaded chunks.