Disable tree light occlusion (fixes strange isolated shadows on open ground)
A mature tree marked a single lightmap cell as an occluder (shaded to 35% + a directional sun-shadow tail up to 7 cells). With mountains gone, trees were the only occluders, so on open soil these showed up as strange dark blobs detached from the (larger, offset) tree sprite. Gated tree occlusion behind TreesCastShade (off) so the forest is evenly lit; the occluder infra stays for light-blocking terrain and re-enabling once tree canopies have a real multi-cell shade footprint. Trade-off: understory shade no longer dims growth under canopy (minor). Engine lighting constants are untouched (would need the submodule workflow). Build clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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{
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"Language": "ru",
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"Fullscreen": false,
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"VSync": true,
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"Width": 1280,
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"Height": 720,
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"Volume": 1,
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"UiScale": 1,
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"DeveloperMode": true
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}
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