fix lighting uhoh
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@@ -189,7 +189,7 @@ public class RenderDataFactory45 {
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//This uses hardcoded data to shuffle things
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long lightAndBiome = (state&((0x1FFL<<47)|(0xFFL<<56)))>>1;
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lightAndBiome &= ModelQueries.isBiomeColoured(metaData)?-1:~(0x1FFL<<47);
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lightAndBiome &= ModelQueries.isFullyOpaque(metaData)?~(0xFFL<<56):-1;//If its fully opaque it always uses neighbor light?
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lightAndBiome &= ModelQueries.isFullyOpaque(metaData)?~(0xFFL<<55):-1;//If its fully opaque it always uses neighbor light?
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int type = 0;
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{
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boolean a = ModelQueries.isTranslucent(metaData);
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@@ -368,7 +368,7 @@ public class RenderDataFactory45 {
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this.blockMesher.putNext(((long) facingForward) |//Facing
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selfModel |
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(nextModel&(0xFFL<<56))//Apply lighting
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(nextModel&(0xFFL<<55))//Apply lighting
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);
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}
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}
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@@ -419,14 +419,17 @@ public class RenderDataFactory45 {
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continue;
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}
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//This very funnily causes issues when not combined with meshing non full opaque geometry
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//TODO:FIXME, when non opaque geometry is added
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if (false) {
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if (ModelQueries.faceOccludes(meta, (axis << 1) | (1 - side))) {
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this.blockMesher.skip(1);
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continue;
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}
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}
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}
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//TODO: swap this out for something not getting the next entry
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long A = this.sectionData[idx * 2];
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this.blockMesher.putNext((side == 0 ? 0L : 1L) |
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@@ -504,7 +507,7 @@ public class RenderDataFactory45 {
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this.blockMesher.putNext(((long) facingForward) |//Facing
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A |
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(lighter&(0xFFL<<56))//Apply lighting
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(lighter&(0xFFL<<55))//Apply lighting
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);
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}
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}
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