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https://gitlab.bixilon.de/bixilon/minosoft.git
synced 2025-09-12 17:07:55 -04:00
fix hitbox rendering with camera offset, fix entity translucent skipping
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fd2997833b
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@ -47,7 +47,7 @@ class EntitiesRenderer(
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override fun registerLayers() {
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layers.register(EntityLayer.Opaque, null, { visibility.opaque.draw() }) { visibility.opaque.size <= 0 }
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layers.register(EntityLayer.Translucent, null, { visibility.translucent.draw() }) { visibility.opaque.size <= 0 }
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layers.register(EntityLayer.Translucent, null, { visibility.translucent.draw() }) { visibility.translucent.size <= 0 }
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}
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override fun prePrepareDraw() {
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@ -71,7 +71,7 @@ open class BlockFeature(
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}
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override fun draw(mesh: BlockMesh) {
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renderer.renderer.context.system.set(EntityLayer.Translucent.settings)
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renderer.renderer.context.system.set(layer.settings)
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val shader = renderer.renderer.features.block.shader
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draw(mesh, shader)
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}
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@ -59,7 +59,7 @@ class HitboxFeature(renderer: EntityRenderer<*>) : MeshedFeature<LineMesh>(rende
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var changes = 0
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val renderInfo = renderer.entity.renderInfo
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val aabb = renderInfo.cameraAABB + -offset
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val aabb = renderInfo.cameraAABB
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val eyePosition = Vec3(renderInfo.eyePosition - offset)
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val rotation = renderInfo.rotation
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@ -107,7 +107,7 @@ open class ItemFeature(
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}
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override fun draw(mesh: BlockMesh) {
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renderer.renderer.context.system.set(EntityLayer.Translucent.settings)
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renderer.renderer.context.system.set(layer.settings)
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val shader = renderer.renderer.features.block.shader
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draw(mesh, shader)
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}
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