made project actually build after removing experimental light option
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@@ -463,24 +463,25 @@ public class LodBuilder
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// client world sky light (almost never accurate)
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// estimate what the lighting should be
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if (!hasSkyLight && hasCeiling)
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skyLight = 0;
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else if (topBlock)
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skyLight = DEFAULT_MAX_LIGHT;
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else
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if (hasSkyLight || !hasCeiling)
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{
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skyLight = clientWorld.getBrightness(LightType.SKY, blockPos);
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if (!chunk.isLightCorrect() && (skyLight == 0 || skyLight == 15))
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if (topBlock)
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skyLight = DEFAULT_MAX_LIGHT;
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else
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{
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// we don't know what the light here is,
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// lets just take a guess
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if (blockPos.getY() >= mc.getClientWorld().getSeaLevel() - 5)
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skyLight = clientWorld.getBrightness(LightType.SKY, blockPos);
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if (!chunk.isLightCorrect() && (skyLight == 0 || skyLight == 15))
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{
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skyLight = 12;
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isDefault = 1;
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// we don't know what the light here is,
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// lets just take a guess
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if (blockPos.getY() >= mc.getClientWorld().getSeaLevel() - 5)
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{
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skyLight = 12;
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isDefault = 1;
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}
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else
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skyLight = 0;
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}
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else
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skyLight = 0;
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}
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}
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}
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@@ -154,7 +154,7 @@ public class DataPointUtil
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public static int getLightSkyAlt(long dataPoint)
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{
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if (LodConfig.CLIENT.worldGenerator.useExperimentalSkyLight.get() && skyLightPlayer == 0 && ((dataPoint >>> FLAG_SHIFT) & FLAG_MASK) == 1)
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if (skyLightPlayer == 0 && ((dataPoint >>> FLAG_SHIFT) & FLAG_MASK) == 1)
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return 0;
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else
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return (int) ((dataPoint >>> SKY_LIGHT_SHIFT) & SKY_LIGHT_MASK);
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