Update ELodShading names and descriptions
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@@ -25,6 +25,7 @@ package com.seibel.distanthorizons.api.enums.config;
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* NONE <br>
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*
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* @since API 1.0.0
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* @version 2024-4-6
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*/
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public enum ELodShading
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{
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@@ -32,15 +33,20 @@ public enum ELodShading
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// when adding items up the API minor version
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// when removing items up the API major version
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/** Uses Minecraft's shading for LODs */
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MINECRAFT,
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/**
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* Simulates Minecraft's shading.
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* Uses Minecraft's shading for LODs. <Br>
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* This means if Minecraft's shading is disabled DH's shading will be as well.
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*/
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AUTO,
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/**
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* Simulates Minecraft's shading. <Br>
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* This is most useful for shaders that disable Minecraft's shading
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* but still require shading on LODs.
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*/
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OLD_LIGHTING,
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ENABLED,
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/** LODs will have no shading */
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NONE;
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DISABLED;
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}
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@@ -629,12 +629,12 @@ public class Config
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.build();
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public static ConfigEntry<ELodShading> lodShading = new ConfigEntry.Builder<ELodShading>()
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.set(ELodShading.MINECRAFT)
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.set(ELodShading.AUTO)
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.comment(""
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+ "How should LODs be shaded? \n"
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+ "\n"
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+ ELodShading.MINECRAFT + ": Uses the same side shading as vanilla Minecraft blocks. \n"
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+ ELodShading.OLD_LIGHTING + ": Simulates Minecraft's block shading for LODs. \n"
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+ ELodShading.AUTO + ": Uses the same side shading as vanilla Minecraft blocks. \n"
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+ ELodShading.FORCED + ": Simulates Minecraft's block shading for LODs. \n"
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+ " Can be used to force LOD shading when using some shaders. \n"
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+ ELodShading.NONE + ": All LOD sides will be rendered with the same brightness. \n"
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+ "")
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@@ -903,12 +903,12 @@
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"distanthorizons.config.enum.EBufferRebuildTimes.RARE":
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"Rare",
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"distanthorizons.config.enum.ELodShading.MINECRAFT":
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"distanthorizons.config.enum.ELodShading.AUTO":
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"Auto",
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"distanthorizons.config.enum.ELodShading.OLD_LIGHTING":
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"Force",
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"distanthorizons.config.enum.ELodShading.NONE":
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"None",
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"distanthorizons.config.enum.ELodShading.ENABLED":
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"Enabled",
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"distanthorizons.config.enum.ELodShading.DISABLED":
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"Disabled",
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"distanthorizons.config.enum.EUpdateBranch.STABLE":
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"Stable",
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