Update to Minecraft 1.9.4
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@@ -5,8 +5,8 @@ import net.minecraft.client.renderer.RenderGlobal;
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import net.minecraft.client.renderer.ViewFrustum;
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import net.minecraft.client.renderer.chunk.IRenderChunkFactory;
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import net.minecraft.client.renderer.chunk.RenderChunk;
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import net.minecraft.util.BlockPos;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.world.World;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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@@ -31,7 +31,7 @@ public abstract class MixinViewFrustum {
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}
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/**
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* Instead of calling {@link RenderChunk#setPosition(BlockPos)} we recreate the render chunk
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* Instead of calling {@link RenderChunk#setOrigin(int, int, int)} we recreate the render chunk
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* which seems to solve the problem that chunks are invisible when you leave an area and return
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* to it.
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* Any better fixes are welcome.
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@@ -48,17 +48,18 @@ public abstract class MixinViewFrustum {
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int k = this.countChunksX * 16;
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for (int l = 0; l < this.countChunksX; ++l) {
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int i1 = this.func_178157_a(i, k, l);
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int i1 = this.getBaseCoordinate(i, k, l);
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for (int j1 = 0; j1 < this.countChunksZ; ++j1) {
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int k1 = this.func_178157_a(j, k, j1);
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int k1 = this.getBaseCoordinate(j, k, j1);
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for (int l1 = 0; l1 < this.countChunksY; ++l1) {
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int i2 = l1 * 16;
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RenderChunk renderchunk = this.renderChunks[(j1 * this.countChunksY + l1) * this.countChunksX + l];
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BlockPos blockpos = new BlockPos(i1, i2, k1);
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if (!blockpos.equals(renderchunk.getPosition())) {
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// Recreate render chunk instead of setting its position
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renderChunks[(j1 * this.countChunksY + l1) * this.countChunksX + l] =
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renderChunkFactory.makeRenderChunk(world, renderGlobal, blockpos, 0);
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(renderChunks[(j1 * this.countChunksY + l1) * this.countChunksX + l] =
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renderChunkFactory.create(world, renderGlobal, 0)
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).setOrigin(blockpos.getX(), blockpos.getY(), blockpos.getZ());
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}
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}
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}
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@@ -66,5 +67,5 @@ public abstract class MixinViewFrustum {
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ci.cancel();
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}
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@Shadow abstract int func_178157_a(int p_178157_1_, int p_178157_2_, int p_178157_3_);
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@Shadow abstract int getBaseCoordinate(int p_178157_1_, int p_178157_2_, int p_178157_3_);
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}
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