repo for my hex addons :3
0
fork

Configure Feed

Select the types of activity you want to include in your feed.

comment out rendering code

+46 -45
+1 -1
gradle.properties
··· 17 17 kotlin_loader_version=1.13.4+kotlin.2.2.0 18 18 scala_loader_version=0.3.1.11 19 19 # Mod Properties 20 - mod_version=0.0.2 20 + mod_version=0.0.3 21 21 maven_group=org.net.eu.pool.mica 22 22 archives_base_name=mica 23 23 # Dependencies
+45 -44
src/client/scala/org/net/eu/pool/mica/client/MicaClient.scala
··· 106 106 m.pop() 107 107 108 108 def init(): Unit = 109 - WorldRenderEvents.AFTER_ENTITIES.register: ctx => 110 - given matrices: MatrixStack = ctx.matrixStack 111 - given VertexConsumerProvider = ctx.consumers 112 - given r: Renderer = Renderer.forLayer(TexturedRenderLayers.getEntityCutout) 113 - withMatrices: 114 - matrices.translate(ctx.camera.getPos.negate) 115 - var cur = BlockPos.Mutable() 116 - RenderSystem.teardownOverlayColor() 117 - for (k, i) <- AbstractRuneStorage.keys.zipWithIndex do 118 - val c: AbstractRuneStorage = ctx.world.getComponent(k) 119 - withMatrices: 120 - val shift = RuneShift(i) 121 - matrices.translate(shift.x / 4.0, shift.y / 8.0, shift.z / 4.0) 122 - c.contents.forEach: (pos, rune) => 123 - cur.set(pos) 124 - // TODO: more quads 125 - withMatrices: 126 - matrices.translate(cur.getX, cur.getY, cur.getZ) 127 - val color: RGB = (1, 1, 1, 1) 128 - val light: I2 = (255, 0) 129 - val overlay: I2 = (0, 10) // magic number owo scary 130 - r.sprite = Some(rune.surface) 131 - r.quad( 132 - Vertex(pos = (-0.25f, 0.125f, -0.25f), uv = (0, 0), color = color, light = light, overlay = overlay), 133 - Vertex(pos = (-0.25f, 0.125f, 0.25f), uv = (0, 1), color = color, light = light, overlay = overlay), 134 - Vertex(pos = (0.25f, 0.125f, 0.25f), uv = (1, 1), color = color, light = light, overlay = overlay), 135 - Vertex(pos = (0.25f, 0.125f, -0.25f), uv = (1, 0), color = color, light = light, overlay = overlay), 136 - normal = (0, 1, 0), 137 - ) 138 - r.quad( 139 - Vertex(pos = (-0.25f, 0f, -0.25f), uv = (0, 0), color = color, light = light, overlay = overlay), 140 - Vertex(pos = (-0.25f, 0.125f, -0.25f), uv = (1, 0), color = color, light = light, overlay = overlay), 141 - Vertex(pos = (0.25f, 0.125f, -0.25f), uv = (1, 1), color = color, light = light, overlay = overlay), 142 - Vertex(pos = (0.25f, 0f, -0.25f), uv = (0, 1), color = color, light = light, overlay = overlay), 143 - normal = (0, 0, -1) 144 - ) 145 - r.sprite = Some(rune.sprite) 146 - r.quad( 147 - Vertex(pos = (-0.25f, 0.126f, -0.25f), uv = (0, 0), color = color, light = light, overlay = overlay), 148 - Vertex(pos = (-0.25f, 0.126f, 0.25f), uv = (0, 1), color = color, light = light, overlay = overlay), 149 - Vertex(pos = (0.25f, 0.126f, 0.25f), uv = (1, 1), color = color, light = light, overlay = overlay), 150 - Vertex(pos = (0.25f, 0.126f, -0.25f), uv = (1, 0), color = color, light = light, overlay = overlay), 151 - normal = (0, 1, 0), 152 - ) 109 + WorldRenderEvents.BEFORE_ENTITIES.register: ctx => 110 + // given matrices: MatrixStack = ctx.matrixStack 111 + // given VertexConsumerProvider = ctx.consumers 112 + // given r: Renderer = Renderer.forLayer(TexturedRenderLayers.getEntityCutout) 113 + // withMatrices: 114 + // matrices.translate(ctx.camera.getPos.negate) 115 + // var cur = BlockPos.Mutable() 116 + // RenderSystem.teardownOverlayColor() 117 + // for (k, i) <- AbstractRuneStorage.keys.zipWithIndex do 118 + // val c: AbstractRuneStorage = ctx.world.getComponent(k) 119 + // withMatrices: 120 + // val shift = RuneShift(i) 121 + // matrices.translate(shift.x / 4.0, shift.y / 8.0, shift.z / 4.0) 122 + // c.contents.forEach: (pos, rune) => 123 + // cur.set(pos) 124 + // // TODO: more quads 125 + // withMatrices: 126 + // matrices.translate(cur.getX, cur.getY, cur.getZ) 127 + // val color: RGB = (1, 1, 1, 1) 128 + // val light: I2 = (255, 0) 129 + // val overlay: I2 = (0, 10) // magic number owo scary 130 + // r.sprite = Some(rune.surface) 131 + // r.quad( 132 + // Vertex(pos = (-0.25f, 0.125f, -0.25f), uv = (0, 0), color = color, light = light, overlay = overlay), 133 + // Vertex(pos = (-0.25f, 0.125f, 0.25f), uv = (0, 1), color = color, light = light, overlay = overlay), 134 + // Vertex(pos = (0.25f, 0.125f, 0.25f), uv = (1, 1), color = color, light = light, overlay = overlay), 135 + // Vertex(pos = (0.25f, 0.125f, -0.25f), uv = (1, 0), color = color, light = light, overlay = overlay), 136 + // normal = (0, 1, 0), 137 + // ) 138 + // r.quad( 139 + // Vertex(pos = (-0.25f, 0f, -0.25f), uv = (0, 0), color = color, light = light, overlay = overlay), 140 + // Vertex(pos = (-0.25f, 0.125f, -0.25f), uv = (1, 0), color = color, light = light, overlay = overlay), 141 + // Vertex(pos = (0.25f, 0.125f, -0.25f), uv = (1, 1), color = color, light = light, overlay = overlay), 142 + // Vertex(pos = (0.25f, 0f, -0.25f), uv = (0, 1), color = color, light = light, overlay = overlay), 143 + // normal = (0, 0, -1) 144 + // ) 145 + // r.sprite = Some(rune.sprite) 146 + // r.quad( 147 + // Vertex(pos = (-0.25f, 0.126f, -0.25f), uv = (0, 0), color = color, light = light, overlay = overlay), 148 + // Vertex(pos = (-0.25f, 0.126f, 0.25f), uv = (0, 1), color = color, light = light, overlay = overlay), 149 + // Vertex(pos = (0.25f, 0.126f, 0.25f), uv = (1, 1), color = color, light = light, overlay = overlay), 150 + // Vertex(pos = (0.25f, 0.126f, -0.25f), uv = (1, 0), color = color, light = light, overlay = overlay), 151 + // normal = (0, 1, 0), 152 + // ) 153 + () 153 154 154 155 class ModelBuilder extends ModelSupplier: 155 156 private var parent: Option[Identifier] = None