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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2025-11-19 14:45:12 +00:00

Started work on upgrading to 1.16.1. Not in a compilable state yet

This commit is contained in:
Alex Evelyn
2020-07-07 13:27:13 -04:00
parent cb66ef7e30
commit 605e1f6b9b
513 changed files with 48117 additions and 534 deletions

View File

@@ -85,13 +85,13 @@ public class TileEntityTurtleRenderer extends BlockEntityRenderer<TileTurtle>
{
// Render the label
String label = turtle.createProxy().getLabel();
if( label != null && renderManager.hitResult != null && renderManager.hitResult instanceof BlockHitResult && turtle.getPos().equals( ((BlockHitResult) renderManager.hitResult).getBlockPos() ) )
if( label != null && renderManager.crosshairTarget != null && renderManager.crosshairTarget instanceof BlockHitResult && turtle.getPos().equals( ((BlockHitResult) renderManager.crosshairTarget).getBlockPos() ) )
{
disableLightmap( true );
GameRenderer.renderFloatingText(
getFontRenderer(), label,
(float) posX + 0.5F, (float) posY + 1.2F, (float) posZ + 0.5F, 0,
renderManager.cameraEntity.getYaw(), renderManager.cameraEntity.getPitch(), false
renderManager.camera.getYaw(), renderManager.camera.getPitch(), false
);
disableLightmap( false );
}
@@ -206,7 +206,7 @@ public class TileEntityTurtleRenderer extends BlockEntityRenderer<TileTurtle>
{
Random random = new Random( 0 );
Tessellator tessellator = Tessellator.getInstance();
renderManager.textureManager.bindTexture( SpriteAtlasTexture.BLOCK_ATLAS_TEX );
renderManager.textureManager.bindTextureInner( SpriteAtlasTexture.BLOCK_ATLAS_TEX );
renderQuads( tessellator, model.getQuads( state, null, random ), tints );
for( Direction facing : DirectionUtil.FACINGS )
{
@@ -216,8 +216,8 @@ public class TileEntityTurtleRenderer extends BlockEntityRenderer<TileTurtle>
private static void renderQuads( Tessellator tessellator, List<BakedQuad> quads, int[] tints )
{
BufferBuilder buffer = tessellator.getBufferBuilder();
VertexFormat format = VertexFormats.POSITION_COLOR_UV_NORMAL;
BufferBuilder buffer = tessellator.getBuffer();
VertexFormat format = VertexFormats.POSITION_COLOR_TEXTURE_LIGHT_NORMAL;
buffer.begin( GL11.GL_QUADS, format );
for( BakedQuad quad : quads )
{