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This PR speeds up the creation of chunk snapshots that contain light data and, more importantly, reduces the memory footprint of both the creation process and the stored snapshots themselves (empty
DataLayers now store only the preset instead of a byte array). It felt odd that a snapshot holding less information was more expensive than NMSSerializableChunkData#copyOfAs a comparison, on a randomly generated force loaded world (chunks with tile entities ignored, as it would be unfair to
SerializableChunkData#copyOf), viachunk.getChunkSnapshot(true, true, true, true)mainSerializableChunkData#copyOffaster-snapshotsmainfaster-snapshotscopyOfDuring consistency testing I also noticed that ChunkSnapshot#getBlockSkyLight didn't match Block#getLightFromSky(), which now would also be fixed by this PR