add player.create, test.set_setting, test.sleep_until, world.count_chunks
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+21
-20
@@ -86,11 +86,12 @@ void Lighting::buildSkyLight(int cx, int cz){
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solverS->solve();
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}
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void Lighting::onChunkLoaded(int cx, int cz, bool expand){
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LightSolver* solverR = this->solverR.get();
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LightSolver* solverG = this->solverG.get();
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LightSolver* solverB = this->solverB.get();
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LightSolver* solverS = this->solverS.get();
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void Lighting::onChunkLoaded(int cx, int cz, bool expand) {
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auto& solverR = *this->solverR;
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auto& solverG = *this->solverG;
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auto& solverB = *this->solverB;
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auto& solverS = *this->solverS;
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auto blockDefs = content->getIndices()->blocks.getDefs();
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auto chunk = chunks->getChunk(cx, cz);
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@@ -103,9 +104,9 @@ void Lighting::onChunkLoaded(int cx, int cz, bool expand){
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int gx = x + cx * CHUNK_W;
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int gz = z + cz * CHUNK_D;
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if (block->rt.emissive){
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solverR->add(gx,y,gz,block->emission[0]);
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solverG->add(gx,y,gz,block->emission[1]);
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solverB->add(gx,y,gz,block->emission[2]);
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solverR.add(gx,y,gz,block->emission[0]);
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solverG.add(gx,y,gz,block->emission[1]);
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solverB.add(gx,y,gz,block->emission[2]);
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}
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}
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}
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@@ -119,10 +120,10 @@ void Lighting::onChunkLoaded(int cx, int cz, bool expand){
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int gz = z + cz * CHUNK_D;
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int rgbs = chunk->lightmap.get(x, y, z);
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if (rgbs){
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solverR->add(gx,y,gz, Lightmap::extract(rgbs, 0));
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solverG->add(gx,y,gz, Lightmap::extract(rgbs, 1));
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solverB->add(gx,y,gz, Lightmap::extract(rgbs, 2));
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solverS->add(gx,y,gz, Lightmap::extract(rgbs, 3));
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solverR.add(gx,y,gz, Lightmap::extract(rgbs, 0));
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solverG.add(gx,y,gz, Lightmap::extract(rgbs, 1));
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solverB.add(gx,y,gz, Lightmap::extract(rgbs, 2));
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solverS.add(gx,y,gz, Lightmap::extract(rgbs, 3));
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}
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}
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}
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@@ -134,19 +135,19 @@ void Lighting::onChunkLoaded(int cx, int cz, bool expand){
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int gz = z + cz * CHUNK_D;
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int rgbs = chunk->lightmap.get(x, y, z);
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if (rgbs){
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solverR->add(gx,y,gz, Lightmap::extract(rgbs, 0));
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solverG->add(gx,y,gz, Lightmap::extract(rgbs, 1));
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solverB->add(gx,y,gz, Lightmap::extract(rgbs, 2));
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solverS->add(gx,y,gz, Lightmap::extract(rgbs, 3));
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solverR.add(gx,y,gz, Lightmap::extract(rgbs, 0));
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solverG.add(gx,y,gz, Lightmap::extract(rgbs, 1));
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solverB.add(gx,y,gz, Lightmap::extract(rgbs, 2));
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solverS.add(gx,y,gz, Lightmap::extract(rgbs, 3));
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}
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}
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}
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}
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}
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solverR->solve();
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solverG->solve();
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solverB->solve();
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solverS->solve();
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solverR.solve();
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solverG.solve();
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solverB.solve();
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solverS.solve();
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}
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void Lighting::onBlockSet(int x, int y, int z, blockid_t id){
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