Merge branch 'master' into 1.17
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@@ -65,7 +65,8 @@ per shape and last whatever they typically last in the game.
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Shapes can be send one by one, using either of the first three invocations, or batched as a list of shape descriptors.
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Batching has this benefit that they will be send possibly as one packet, limiting network overhead of
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sending many small packets to draw several shapes at once.
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sending many small packets to draw several shapes at once. The drawback of sending shapes is batches is that they need to address
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the same list of players, i.e. if multiple players from the list target different players, all shapes will be sent to all of them.
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Shapes will fail to draw and raise a runtime error if not all its required parameters
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are specified and all available shapes have some parameters that are required, so make sure to have them in place:
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@@ -78,8 +79,8 @@ or simply refresh the shapes periodically in more dynamic applications.
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Optional shared shape attributes:
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* `color` - integer value indicating the main color of the shape in the form of red, green, blue and alpha components
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in the form of `0xRRGGBBAA`, with the default of `-1`, so white opaque, or `0xFFFFFFFF`.
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* `player` - name or player entity to send the shape to. If specified, the shapes will appear only for the specified
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player, otherwise it will be send to all players in the dimension.
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* `player` - name or player entity to send the shape to, or a list of players. If specified, the shapes will appear only for the specified
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players (regardless where they are), otherwise it will be send to all players in the current dimension.
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* `line` - (Deprecated) line thickness, defaults to 2.0pt. Not supported in 1.17's 3.2 core GL renderer.
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* `fill` - color for the faces, defaults to no fill. Use `color` attribute format
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* `follow` - entity, or player name. Shape will follow an entity instead of being static.
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