26.1-pre-1
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@@ -7,7 +7,7 @@ org.gradle.configuration-cache=false
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# Fabric Properties
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# Fabric Properties
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# check https://fabricmc.net/develop/
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# check https://fabricmc.net/develop/
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minecraft_version=26.1-snapshot-11
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minecraft_version=26.1-pre-1
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loader_version=0.18.4
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loader_version=0.18.4
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loom_version=1.15-SNAPSHOT
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loom_version=1.15-SNAPSHOT
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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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@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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private boolean onDraw(Minecraft minecraftClient)
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{
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{
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return this.minecraft.isLocalServer() && !((PlayerListHudInterface) tabList).hasFooterOrHeader();
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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.GameRenderState;
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import net.minecraft.client.renderer.state.level.CameraRenderState;
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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 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.joml.Vector4f;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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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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@Inject(method = "renderLevel", at = @At(
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value = "INVOKE",
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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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shift = At.Shift.AFTER
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))
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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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{
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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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// 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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// we might actually not need to play with render hooks here.
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@@ -55,8 +55,9 @@ import net.minecraft.world.level.block.entity.BlockEntity;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.level.storage.TagValueInput;
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import net.minecraft.world.level.storage.TagValueInput;
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import net.minecraft.world.phys.Vec3;
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import net.minecraft.world.phys.Vec3;
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import org.joml.Matrix4f;
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import org.joml.Matrix4fStack;
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import org.joml.Matrix4fStack;
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import org.joml.Matrix4fc;
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import org.joml.Quaternionf;
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public class ShapesRenderer
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public class ShapesRenderer
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{
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{
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@@ -113,7 +114,7 @@ public class ShapesRenderer
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labels = new HashMap<>();
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labels = new HashMap<>();
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}
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}
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public void render(RenderBuffers renderBuffers, LevelRenderState cameraa, Matrix4f matrix4f, float partialTick)
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public void render(RenderBuffers renderBuffers, LevelRenderState cameraa, Matrix4fc matrix4f, float partialTick)
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{
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{
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Runnable token = Carpet.startProfilerSection("Scarpet client");
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Runnable token = Carpet.startProfilerSection("Scarpet client");
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// posestack is not needed anymore - left as TODO to cleanup later
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// posestack is not needed anymore - left as TODO to cleanup later
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@@ -161,7 +162,8 @@ public class ShapesRenderer
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);
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);
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Matrix4fStack matrixStack = RenderSystem.getModelViewStack();
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Matrix4fStack matrixStack = RenderSystem.getModelViewStack();
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matrixStack.pushMatrix();
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matrixStack.pushMatrix();
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matrixStack.mul(matrices.last().pose());
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//matrixStack.mul(matrices.last().pose());
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matrixStack.mul(matrix4f);
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// lines
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// lines
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//RenderSystem.lineWidth(0.5F);
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//RenderSystem.lineWidth(0.5F);
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@@ -375,6 +377,8 @@ public class ShapesRenderer
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matrices.translate(0.5, 0.5, 0.5);
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matrices.translate(0.5, 0.5, 0.5);
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}
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}
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matrices.mulPose(camera1.rotation().conjugate(new Quaternionf()));
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matrices.translate(v1.x - cx, v1.y - cy, v1.z - cz);
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matrices.translate(v1.x - cx, v1.y - cy, v1.z - cz);
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rotatePoseStackByShapeDirection(matrices, shape.facing, camera1, isitem ? v1 : v1.add(0.5, 0.5, 0.5));
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rotatePoseStackByShapeDirection(matrices, shape.facing, camera1, isitem ? v1 : v1.add(0.5, 0.5, 0.5));
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if (shape.tilt != 0.0f)
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if (shape.tilt != 0.0f)
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@@ -421,10 +425,10 @@ public class ShapesRenderer
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if (blockState.getRenderShape() == RenderShape.MODEL)
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if (blockState.getRenderShape() == RenderShape.MODEL)
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{
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{
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// this is equally wrong position wise as the BE type - need to investigate
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// this is equally wrong position wise as the BE type - need to investigate
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var blockRenderDispatcher = client.getBlockRenderer();
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//var blockRenderDispatcher = client.getBlockRenderer();
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var state = blockRenderDispatcher.getBlockModel(blockState);
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//var state = blockRenderDispatcher.getBlockModel(blockState);
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BlockModelRenderState renderState = new BlockModelRenderState();
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BlockModelRenderState renderState = new BlockModelRenderState();
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client.getBlockEntityRenderDispatcher().blockModelResolver.update(renderState, blockState, DisplayRenderer.BLOCK_DISPLAY_CONTEXT );
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client.getBlockEntityRenderDispatcher().blockModelResolver.update(renderState, blockState, DisplayRenderer.BLOCK_DISPLAY_CONTEXT );
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//renderState.model = state;
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//renderState.model = state;
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