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Entities now sample packed column light on the renderer thread and multiply material color, matching block lighting. Light-only 1.18+ reloads drop the fused raw map_chunk so blocks remesh from the updated column. Authored material retints (leather armor) keep their new base; distant column ingest no longer retints every entity. New Versions Lighting defaults to on. A leaked internal migration flag is stripped from saved options so it is not a user setting. Torch spread in singleplayer still needs Flying Squid to emit update_light.
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Also let's make such entity lighting opt-in as well for now |
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Summary
Lighting in Newer Versions(1.13+) remains off by default. Enable it manually to test entity lighting. Off fullbrights both blocks and entities. Saved preferences are preserved; there is no false-to-true migration. The leakedmigratedNewVersionsLightingDefaultflag is stripped from saved options so it never appears in All Settings.isLightUpdateand drop only the fused rawmap_chunkcache, so blocks remesh from the updated JSON column. v16/v17 light overlays are unchanged.Out of scope
Relationship to #96
This PR remains independently mergeable for entity lighting. #96 includes this branch, including the opt-in defaults fix (
465cf22), and adds the experimental 1.17.1 client-side light engine.Validation of the defaults fix
UPD — entity lighting is now opt-in
Following review feedback, entity lighting has its own independent option, Entity Lighting, defaulting to off. Existing profiles—including those with
newVersionsLighting: true—do not implicitly enable it.newVersionsLightingtooltip to clarify that it controls block and sky lighting, not entity lighting.Validation: renderer unit tests (483 tests) and
pnpm typecheckpass. The live toggle was also checked in-game.