Add AO, lighting, biome colors, and greedy meshing#87
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- Per-vertex AO matching vanilla formula (4-sample average with quad flipping) - Directional face shading matching vanilla (Up=1.0, Down=0.5, N/S=0.8, E/W=0.6) - Sky and block light data stored per-chunk from server packets - Light level applied to vertex brightness via vanilla light table - Biome query methods added to ChunkStore and mesher snapshot - Greedy meshing disabled to enable per-vertex AO on all blocks
- Load grass.png colormap at mesher init - Query biome per block during meshing for temperature/downfall - Look up colormap pixel for biome-specific grass/foliage color - All tint paths (baked model, cube faces, greedy) use biome color
…ge colormap, smooth lighting - Remove incorrect sRGB linearization (powf(2.2)) from colormap lookup - Extract grass/foliage color overrides and grass_color_modifier from server registry NBT - Implement GrassColorModifier::DarkForest (average with #28340A) and Swamp (noise-based) - Add separate foliage.png colormap for leaves/vines (was sharing grass.png) - Change BakedQuad.tinted bool to BakedQuad.tint Tint enum for correct grass vs foliage dispatch - Add 5x5 biome color blending (radius=2) matching vanilla default - Per-vertex smooth lighting: average light from 4 neighbors per vertex instead of 1 per face
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Summary
Test plan
Closes #86 partially