TileMesh translucency is now a percent to remove from the tile light value
I guess this kind of makes it "opaqueness" instead of "translucency"
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@ -118,7 +118,7 @@ public final class Tile {
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}
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}
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public static byte adjustLightForTranslucency(byte light, float translucency) {
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public static byte adjustLightForTranslucency(byte light, float translucency) {
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return (byte)Math.round((float)light * translucency);
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return (byte)Math.round((float)light * (1.0f - translucency));
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}
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}
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public static Matrix4 getTransformationFor(Tile tile) {
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public static Matrix4 getTransformationFor(Tile tile) {
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