oh I should also note that this isn't a fix for light bleeding, it actually fixes the light bleeding being fixed in some cases lol
previously, CullFactory would assume the light from the window was only visible through the portals leading out of the window room, but now it just assumes that the light is visible on everything in its area of influence, meaning that it will always shine through walls where it would in vanilla (if I implemented it right)





most interiors can get away with much higher numbers for that without performance degradation when CullFactory can be enabled







)



