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Make compound clouds and 3D objects' lighting depend on the light level #5771

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@dligr dligr commented Dec 22, 2024

Brief Description of What This PR Does

Makes the lighting of 3D objects (cells, clouds, etc.) and compound clouds depend on the current light level (if the patch has day-night cycle).

Related Issues

Closes #3920

Progress Checklist

Note: before starting this checklist the PR should be marked as non-draft.

  • PR author has checked that this PR works as intended and doesn't
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  • Initial code review passed (this and further items should not be checked by the PR author)
  • Functionality is confirmed working by another person (see above checklist link)
  • Final code review is passed and code conforms to the
    styleguide.

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I.e. the current light level set by the day-night cycle
@dligr dligr added the review label Dec 22, 2024
@dligr dligr added this to the Release 0.8.1 milestone Dec 22, 2024
@dligr dligr requested review from a team December 22, 2024 14:41
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I was testing it in a cave patch with 0% light and lighting was still changing with the day -night cycle

dligr added 5 commits January 4, 2025 23:42
The patch's ambient light amount already updates with the day-night cycle and doesn't need to multiply by DayLightFraction as such
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dligr commented Jan 4, 2025

This should be fixed now (apparently the patch manager used raw light level, which changes regardless of patch)

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Patryk26g commented Jan 5, 2025

Okay now lighting in patches with 0% lux is independent from the day-night cycle but the lighting looks the same as if there was light but the chunks and cells should be dark just as they are in other patches when there is night.

Additionally, the night lighting feels too dark overall and playing 0% lux patches with these settings wouldn't be a great experience :/

Also the compound clouds seem to be uneffected and I think that the lightning level should also be changed in editor when we go to "membrane" tab and change day time to night

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Day/night cycle should affect cell brightness (and probably also chunk)
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