24w20a, disable reset_chunk, relight, and chunk load events
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@@ -4,6 +4,7 @@ import carpet.network.CarpetClient;
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import carpet.script.utils.ShapesRenderer;
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import com.mojang.blaze3d.vertex.PoseStack;
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import net.minecraft.client.Camera;
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import net.minecraft.client.DeltaTracker;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GameRenderer;
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import net.minecraft.client.renderer.LevelRenderer;
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@@ -36,14 +37,14 @@ public class LevelRenderer_scarpetRenderMixin
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//target = "Lnet/minecraft/client/render/BufferBuilderStorage;getEntityVertexConsumers()Lnet/minecraft/client/render/VertexConsumerProvider$Immediate;", shift = At.Shift.AFTER
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//target = "Lnet/minecraft/client/render/WorldRenderer;renderChunkDebugInfo(Lnet/minecraft/client/render/Camera;)V", shift = At.Shift.AFTER // before return
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))
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private void renderScarpetThings(float tickDelta, long limitTime, boolean renderBlockOutline, Camera camera, GameRenderer gameRenderer, LightTexture lightmapTextureManager, Matrix4f modelViewMatrix, Matrix4f matrix4f, CallbackInfo ci)
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private void renderScarpetThings(final DeltaTracker deltaTracker, final boolean renderBlockOutline, Camera camera, GameRenderer gameRenderer, LightTexture lightmapTextureManager, Matrix4f modelViewMatrix, Matrix4f matrix4f, CallbackInfo ci)
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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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//if (!FabricAPIHooks.WORLD_RENDER_EVENTS && CarpetClient.shapes != null )
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if (CarpetClient.shapes != null)
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{
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CarpetClient.shapes.render(modelViewMatrix, camera, tickDelta);
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CarpetClient.shapes.render(modelViewMatrix, camera, deltaTracker.getGameTimeDeltaPartialTick(false));
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}
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}
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}
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