Lighting system
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@@ -197,6 +197,8 @@ program**, so the server and each client can number blocks differently. Saves an
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| `textures` | required | `textures` | One texture id, `{ top, bottom, side }` or `{ front, side }`. |
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| `render_layer` | `solid` | `render_layer` | `solid`, `cutout` (texels fully opaque or fully clear, like leaves) or `translucent` (blended, like water and glass). Non-solid blocks don't hide their neighbors' faces. |
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| `cull_same` | see meaning | `cull_same` | Hide faces between two of this block. Defaults to `true` for translucent blocks, `false` otherwise. |
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| `light_emission` | `0` | `light_emission` | Light level 0-15 it gives off, like a torch (14). |
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| `light_opacity` | see meaning | `light_opacity` | How much light passing through it loses, 0-15. Defaults to `15` (blocks all light) for solid blocks and `0` otherwise. Leaves and water use `1`. |
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| `alpha` | `1` | `alpha` | Opacity for translucent blocks. |
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| `collision` | `true` | `has_collision` | Whether entities collide with it. |
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| `mining.toughness` | unbreakable | `toughness` | Seconds to break by hand. A matching tool is 2× faster. |
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