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Add use-brightness-table setting, and support for world-specific brightness tables
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@ -36,6 +36,20 @@ public class BukkitWorld extends DynmapWorld {
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this.env = env;
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skylight = (env == World.Environment.NORMAL);
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new Permission("dynmap.world." + getName(), "Dynmap access for world " + getName(), PermissionDefault.OP);
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// Generate non-default environment lighting table
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switch (env) {
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case NETHER:
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{
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float f = 0.1F;
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for (int i = 0; i <= 15; ++i) {
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float f1 = 1.0F - (float)i / 15.0F;
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this.setBrightnessTableEntry(i, (1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - f) + f);
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}
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}
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break;
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default:
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break;
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}
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}
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/**
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* Set world online
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@ -219,6 +219,10 @@ enabletilehash: true
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# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
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smooth-lighting: true
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# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
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# false=classic Dynmap lighting curve
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use-brightness-table: true
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# Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
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# blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
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block-id-alias:
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