Experimental light system is a config now
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@@ -85,8 +85,6 @@ public class LodBuilder
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/** Minecraft's max light value */
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public static final short DEFAULT_MAX_LIGHT = 15;
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//TODO make it config
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public static final boolean USE_EXPERIMENTAL_SKYLIGHT = false;
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/**
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* How wide LodDimensions should be in regions <br>
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@@ -441,7 +439,7 @@ public class LodBuilder
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skyLight = DEFAULT_MAX_LIGHT;
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else
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{
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if (USE_EXPERIMENTAL_SKYLIGHT)
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if (LodConfig.CLIENT.worldGenerator.useExperimentalSkyLight.get())
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{
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skyLight = world.getBrightness(LightType.SKY, blockPos);
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if (!chunk.isLightCorrect() && (skyLight == 0 || skyLight == 15))
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@@ -196,6 +196,7 @@ public class LodConfig
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public final ForgeConfigSpec.BooleanValue allowUnstableFeatureGeneration;
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public final ForgeConfigSpec.EnumValue<HorizontalScale> horizontalScale;
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public final ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
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public final ForgeConfigSpec.BooleanValue useExperimentalSkyLight;
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public final ForgeConfigSpec.BooleanValue avoidBlockWithNoCollision;
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public final ForgeConfigSpec.BooleanValue avoidNonFullBlock;
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@@ -320,6 +321,11 @@ public class LodConfig
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+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n")
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.define("allowUnstableFeatureGeneration", false);
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useExperimentalSkyLight = builder
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.comment("\n\n"
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+ " Change how sky light value is calculated in the fake chunks \n")
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.define("use experimental sky light system", false);
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avoidBlockWithNoCollision = builder
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.comment("\n\n"
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+ " if true avoid block that have no collision box in the generation \n"
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