Monster bounding boxes are now visible through walls
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@ -9,7 +9,7 @@ from mcedit2.rendering import renderstates, scenegraph
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from mcedit2.rendering.blockmeshes import standardCubeTemplates
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from mcedit2.rendering.blockmeshes import ChunkMeshBase
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from mcedit2.rendering.layers import Layer
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from mcedit2.rendering.scenegraph import PolygonModeNode
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from mcedit2.rendering.scenegraph import PolygonModeNode, DepthFuncNode
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from mcedit2.rendering.slices import _XYZ
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from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
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from mceditlib.anvil.entities import PCPaintingEntityRefBase
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@ -151,8 +151,12 @@ class MonsterRenderer(EntityMeshBase):
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yield
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vertexNode = scenegraph.VertexNode(monsters)
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self.sceneNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
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self.sceneNode.addChild(vertexNode)
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polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
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polyNode.addChild(vertexNode)
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depthNode = DepthFuncNode(GL.GL_ALWAYS)
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depthNode.addChild(polyNode)
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self.sceneNode = depthNode
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