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Redesigned dynamic model update handling
- Instead of forcing the game to synchronously update chunks to avoid flashing, the block entity renderer override will continue to render until the updated chunk mesh has been uploaded - This means the game will not freeze when block entities go from static to animated or vice versa, unless fully blocking chunk updates are specified in the game options - Soft-failing mixins to Sodium have been added to allow this change to work with Sodium installed, also eliminating the long-standing issue of block entity animations flashing when using EBE with Sodium
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23 changes: 23 additions & 0 deletions
23
src/main/java/foundationgames/enhancedblockentities/mixin/BuiltChunkMixin.java
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package foundationgames.enhancedblockentities.mixin; | ||
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import foundationgames.enhancedblockentities.util.duck.ChunkRebuildTaskAccess; | ||
import net.minecraft.client.render.chunk.ChunkBuilder; | ||
import org.jetbrains.annotations.Nullable; | ||
import org.spongepowered.asm.mixin.Mixin; | ||
import org.spongepowered.asm.mixin.Unique; | ||
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@Mixin(ChunkBuilder.BuiltChunk.class) | ||
public class BuiltChunkMixin implements ChunkRebuildTaskAccess { | ||
private @Unique | ||
@Nullable Runnable enhanced_bes$taskAfterRebuild = null; | ||
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@Override | ||
public Runnable enhanced_bes$getTaskAfterRebuild() { | ||
return enhanced_bes$taskAfterRebuild; | ||
} | ||
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@Override | ||
public void enhanced_bes$setTaskAfterRebuild(Runnable task) { | ||
enhanced_bes$taskAfterRebuild = task; | ||
} | ||
} |
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