26.1-pre-1

This commit is contained in:
gnembon committed 2026-03-11 16:33:42 +01:00
1 parent ab28191480
commit 72b09461ca
4 files changed
+14 -10

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@@ -19,7 +19,7 @@ public abstract class Gui_tablistMixin
@Shadow @Final private PlayerTabOverlay tabList;
@Redirect(method = "renderTabList", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/Minecraft;isLocalServer()Z"))
@Redirect(method = "extractTabList", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/Minecraft;isLocalServer()Z"))
private boolean onDraw(Minecraft minecraftClient)
{
return this.minecraft.isLocalServer() && !((PlayerListHudInterface) tabList).hasFooterOrHeader();
@@ -19,7 +19,7 @@ import net.minecraft.client.renderer.feature.FeatureRenderDispatcher;
import net.minecraft.client.renderer.state.GameRenderState;
import net.minecraft.client.renderer.state.level.CameraRenderState;
import net.minecraft.client.renderer.state.level.LevelRenderState;
import org.joml.Matrix4f;
import org.joml.Matrix4fc;
import org.joml.Vector4f;
import org.spongepowered.asm.mixin.Final;
import org.spongepowered.asm.mixin.Mixin;
@@ -47,10 +47,10 @@ public class LevelRenderer_scarpetRenderMixin
@Inject(method = "renderLevel", at = @At(
value = "INVOKE",
target = "Lnet/minecraft/client/renderer/LevelRenderer;addLateDebugPass(Lcom/mojang/blaze3d/framegraph/FrameGraphBuilder;Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lcom/mojang/blaze3d/buffers/GpuBufferSlice;Lorg/joml/Matrix4f;)V",
target = "Lnet/minecraft/client/renderer/LevelRenderer;addLateDebugPass(Lcom/mojang/blaze3d/framegraph/FrameGraphBuilder;Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lcom/mojang/blaze3d/buffers/GpuBufferSlice;Lorg/joml/Matrix4fc;)V",
shift = At.Shift.AFTER
))
private void renderScarpetThinsLate(GraphicsResourceAllocator resourceAllocator, DeltaTracker deltaTracker, boolean renderOutline, CameraRenderState cameraState, Matrix4f modelViewMatrix, GpuBufferSlice terrainFog, Vector4f fogColor, boolean shouldRenderSky, ChunkSectionsToRender chunkSectionsToRender, CallbackInfo ci, @Local FrameGraphBuilder frameGraphBuilder)
private void renderScarpetThinsLate(GraphicsResourceAllocator resourceAllocator, DeltaTracker deltaTracker, boolean renderOutline, CameraRenderState cameraState, Matrix4fc modelViewMatrix, GpuBufferSlice terrainFog, Vector4f fogColor, boolean shouldRenderSky, ChunkSectionsToRender chunkSectionsToRender, CallbackInfo ci, @Local FrameGraphBuilder frameGraphBuilder)
{
// in normal circumstances we want to render shapes at the very end so it appears correctly behind stuff.
// we might actually not need to play with render hooks here.