This was caused by us setting `needsTerrainUpdate` to false during the shadow pass in order to break out of the ForceChunkLoading loop (cause OF doesn't update chunks during the shadow pass). However, this inadvertently caused the chunk updates to be skipped during the normal pass as well if there didn't happen to be another reasons for updating. To fix this, we simply move the shadow pass check into the ForceChunkLoading mixin and skip the entire loop during the shadow pass.
21 lines
448 B
JSON
21 lines
448 B
JSON
{
|
|
"required": false,
|
|
"package": "com.replaymod.compat.shaders.mixin",
|
|
"mixins": [],
|
|
"server": [],
|
|
"client": [
|
|
//#if MC>=11500
|
|
"MixinChunkVisibility",
|
|
//#endif
|
|
//#if MC>=10800
|
|
"MixinShaderEntityRenderer",
|
|
"MixinShaderRenderChunk",
|
|
//#else
|
|
//$$ "MixinShaders",
|
|
//#endif
|
|
"MixinShadersRender"
|
|
],
|
|
"compatibilityLevel": "JAVA_8",
|
|
"minVersion": "0.6.11",
|
|
"refmap": "mixins.replaymod.refmap.json"
|
|
} |