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synced 2026-05-22 10:35:33 +00:00
fix: beacon outer halo washed out behind water
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@@ -6,6 +6,7 @@
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#include "Chunk.h"
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#include "EntityRenderDispatcher.h"
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#include "TileEntityRenderDispatcher.h"
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#include "BeaconRenderer.h"
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#include "DistanceChunkSorter.h"
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#include "DirtyChunkSorter.h"
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#include "MobSkinTextureProcessor.h"
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@@ -653,6 +654,30 @@ void LevelRenderer::renderEntities(Vec3 *cam, Culler *culler, float a)
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mc->gameRenderer->turnOffLightLayer(a); // 4J - brought forward from 1.8.2
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}
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void LevelRenderer::renderBeaconBeams(float a)
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{
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if (mc == nullptr || mc->player == nullptr) return;
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int playerIndex = mc->player->GetXboxPad();
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if (level[playerIndex] == nullptr) return;
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BeaconRenderer::s_renderOuterHalo = true;
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EnterCriticalSection(&m_csRenderableTileEntities);
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for (auto & it : renderableTileEntities)
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{
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if (!isGlobalIndexInSameDimension(it.first, level[playerIndex])) continue;
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for (auto& te : it.second)
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{
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if (te->GetType() != eTYPE_BEACONTILEENTITY) continue;
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TileEntityRenderDispatcher::instance->render(te, a);
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}
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}
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LeaveCriticalSection(&m_csRenderableTileEntities);
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BeaconRenderer::s_renderOuterHalo = false;
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}
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wstring LevelRenderer::gatherStats1()
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{
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return L"C: " + std::to_wstring(renderedChunks) + L"/" + std::to_wstring(totalChunks) + L". F: " + std::to_wstring(offscreenChunks) + L", O: " + std::to_wstring(occludedChunks) + L", E: " + std::to_wstring(emptyChunks);
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