Minor update to resolve long-standing issues regarding the sky.
Additions
- The config menu now has an option to scale how much brightness is granted by the sky.
- This option is enabled by default.
- Disable this option if you want sky brightness to remain dependent on the time of day/weather.
Changes
- Adjusted how entity brightness works to account for the new system.
- The option for maximum skylight is visible again.
Bugfixes
- Raising the minimum skylight now works how you'd expect it to (when the new config option is enabled).
Known Issues
- Skylight interacts strangely with foliage, doors, torches, and likely other non-standard blocks, causing them to be too dark or too bright.
- This bug is fixed when using also using Sodium, so most users won't encounter it.
New Features
- If the
separate entity light
mode is enabled and the entity light min and max are set to 0 and 15 respectively (which logically means no scaling occurs for entity lighting), then entity light adjustments are disabled on the mod level.
Tweaks
- Increased priority level of entity light scaling and added the ability to disable the mixin for it entirely, this is a workaround to improve compatibility with LambDynamicLights (#3) and any other mod that changes the return value of
entity.getBlockLight()
.