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tile hiding cond now takes uv intensity into account
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@@ -434,7 +434,7 @@ internal object BlocksDrawer {
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// hide tiles with super low lights, kinda like Minecraft's Orebfuscator
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// hide tiles with super low lights, kinda like Minecraft's Orebfuscator
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val lightAtXY = LightmapRenderer.getLight(x, y) ?: Cvec(0)
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val lightAtXY = LightmapRenderer.getLight(x, y) ?: Cvec(0)
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if (lightAtXY.fastLum() <= 1.5f / 255f) {
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if (maxOf(lightAtXY.fastLum(), lightAtXY.a) <= 1.5f / 255f) {
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tileNumber = 2 // black solid
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tileNumber = 2 // black solid
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}
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}
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