26.1-pre-1
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@@ -19,7 +19,7 @@ public abstract class Gui_tablistMixin
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@Shadow @Final private PlayerTabOverlay tabList;
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@Redirect(method = "renderTabList", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/Minecraft;isLocalServer()Z"))
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@Redirect(method = "extractTabList", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/Minecraft;isLocalServer()Z"))
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private boolean onDraw(Minecraft minecraftClient)
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{
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return this.minecraft.isLocalServer() && !((PlayerListHudInterface) tabList).hasFooterOrHeader();
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@@ -19,7 +19,7 @@ import net.minecraft.client.renderer.feature.FeatureRenderDispatcher;
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import net.minecraft.client.renderer.state.GameRenderState;
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import net.minecraft.client.renderer.state.level.CameraRenderState;
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import net.minecraft.client.renderer.state.level.LevelRenderState;
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import org.joml.Matrix4f;
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import org.joml.Matrix4fc;
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import org.joml.Vector4f;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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@@ -47,10 +47,10 @@ public class LevelRenderer_scarpetRenderMixin
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@Inject(method = "renderLevel", at = @At(
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value = "INVOKE",
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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",
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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",
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shift = At.Shift.AFTER
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))
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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)
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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)
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{
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// in normal circumstances we want to render shapes at the very end so it appears correctly behind stuff.
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// we might actually not need to play with render hooks here.
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