This makes it work more like regular 360 mode and is generally more compatible
because it doesn't require the frustum culling workarounds which the GPU
solution needs.
In particular, this fixes frustum culling with newer sodium versions (which no
longer use the vanilla intersection checking method) and fixes the clouds on
modern Iris (which seems to be using a different shader program for clouds).
Fixes an issue where the world border would move at normal speed when speeding up or slowing down the replay, and also at an incorrect speed when rendering the replay, causing it to get out of sync with the rest of the world.
Co-authored-by: Jonas Herzig <me@johni0702.de>
Should be more compatible with mods which replace the entire renderHand
method (thereby making our mixin non-applicable), at least as long as these mods
check `renderHand` as well (Iris explicitly does).
This will become important once #638 is fixed.
MC uses the client-side position of an entity to determine whether it is inside
the simulation range and therefore whether it will get ticked. For some (most)
entities it interpolates the client-side position to match the server-side one
inside of the tick method... no prices for guessing where this goes wrong.
Somewhat similar to the issue we have with chunk unloads which we work around in
FullReplaySender but worse cause they'll get stuck if they ever leave the sim
range even for a single tick, rather then just when their chunk is unloaded.
Previously we injected it as a regular builtin resource pack (like the
Programmer Art pack) and hid it on the resource pack screen but this is bad for
several reasons. The most significant one being that it can be re-ordered and
makes the resource pack list ordering weird if you don't know that there is an
invisible pack there.
It also unnecessarily messes with other mods which make certain assumptions
about configurable resource packs (e.g. EBE, though in that case, it merely
triggers an existing bug in EBE).
We now instead inject it into the final resource pack list which gets
constructed from the configured packs, but never as a configurable pack itself.
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
The previous one, blue with no shadow, had horrible contrast with the button
background and did not fit well with any of the other buttons.
Now it does (except that it's not yet in the 20-pixel width/height style).
Creates a dedicated folder for each video and does not depend on ffmpeg, just
like the EXRWriter (but supporting all MC versions).
Also does 32 bit depth export by chunking the 32-bit float into the 8-bit BGRA
component channels.
I don't think this sees sufficient use to justify updating.
Especially because it's non-trivial with forge's network changes.
Ping me if you actually used this.
The texture of this button is based on the settings button of the ModMenu mod
and was originally under the MIT license "Copyright (c) 2018-2020 Prospector".
The derived version is licensed as any other file in this repository.