Use GameRenderer.render instead of renderWorld, improves compat
In particular, Iris updates its frame counter and timer in the outer method, so if we only call the inner one, then its shadows and sky will not update properly. Since the render method also renders the GUI, we set the current screen to null and cancel the HUD during rendering. MC also clears the depth before rendering the HUD, which we don't want because it breaks the depth map export, so we cancel that as well. This also allows Vanilla post-processing (aka Super Secret Settings, aka Vanilla Shaders) as well as entity outlines to function properly cause those are applied in that method as well. Should have done this a long time ago but better late than never. Closes #321
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@@ -19,6 +19,7 @@ org.apache.maven.artifact.versioning.ComparableVersion net.minecraftforge.fml.co
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org.lwjgl.glfw.GLFW com.replaymod.core.versions.GLFW
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net.minecraft.client.MainWindow com.replaymod.core.versions.Window
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net.minecraft.client.audio.SimpleSound net.minecraft.client.audio.PositionedSoundRecord
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net.minecraft.client.gui.IngameGui net.minecraft.client.gui.GuiIngame
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net.minecraft.resources.FolderPack getInputStream() getInputStreamByName()
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net.minecraft.client.gui.GuiYesNoCallback confirmResult() confirmClicked()
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@@ -183,7 +184,6 @@ net.minecraft.client.gui.screen.Screen removed() onGuiClosed()
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net.minecraft.client.gui.screen.Screen renderBackground() drawDefaultBackground()
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net.minecraft.client.gui.screen.Screen renderDirtBackground() drawBackground()
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net.minecraft.client.gui.hud.ChatHud net.minecraft.client.gui.GuiNewChat
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net.minecraft.client.gui.hud.InGameHud net.minecraft.client.gui.GuiIngame
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net.minecraft.client.GameSettings net.minecraft.client.settings.GameSettings
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net.minecraft.client.GameSettings debugEnabled showDebugInfo
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net.minecraft.client.GameSettings viewDistance renderDistanceChunks
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