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Do not create chunks during light propagation/removal
this used to be necessary to trigger subchunk creation so that light arrays would be available for use. With 02ff8d671b93ec5911576643e9b03f2049f31c81, this is no longer necessary.
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@ -145,7 +145,7 @@ abstract class LightUpdate{
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];
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foreach($points as list($cx, $cy, $cz)){
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if($this->subChunkHandler->moveTo($cx, $cy, $cz, true)){
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if($this->subChunkHandler->moveTo($cx, $cy, $cz, false)){
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$this->computeRemoveLight($cx, $cy, $cz, $oldAdjacentLight);
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}elseif($this->getEffectiveLight($cx, $cy, $cz) > 0 and !isset($this->spreadVisited[$index = World::blockHash($cx, $cy, $cz)])){
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$this->spreadVisited[$index] = true;
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@ -174,7 +174,7 @@ abstract class LightUpdate{
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];
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foreach($points as list($cx, $cy, $cz)){
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if($this->subChunkHandler->moveTo($cx, $cy, $cz, true)){
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if($this->subChunkHandler->moveTo($cx, $cy, $cz, false)){
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$this->computeSpreadLight($cx, $cy, $cz, $newAdjacentLight);
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}
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}
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