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light engine: micro optimisations…
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@ -533,7 +533,7 @@ class Chunk(
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if (x < ProtocolDefinition.SECTION_MAX_X) {
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skylightHeightmap[heightmapIndex + 1]
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} else {
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neighbours[ChunkNeighbours.WEST].skylightHeightmap[((z shl 4) or 0)]
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neighbours[ChunkNeighbours.WEST].skylightHeightmap[(z shl 4) or 0]
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},
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if (z > 0) {
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@ -569,7 +569,7 @@ class Chunk(
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}
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}
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fun getMaxHeight(x: Int, z: Int): Int {
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inline fun getMaxHeight(x: Int, z: Int): Int {
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return skylightHeightmap[(z shl 4) or x]
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}
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}
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@ -264,11 +264,14 @@ class SectionLight(
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return
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}
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val lightProperties = section.blocks.unsafeGet(index)?.lightProperties ?: TransparentProperty
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var lightProperties = section.blocks.unsafeGet(index)?.lightProperties
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if (!lightProperties.propagatesLight) {
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if (lightProperties == null) {
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lightProperties = TransparentProperty
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} else if (!lightProperties.propagatesLight) {
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return
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}
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this.light[index] = ((currentLight and BLOCK_LIGHT_MASK) or (nextLevel shl 4)).toByte()
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val neighbours = this.section.neighbours ?: return
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