Fixed block-breaking-particle duplication, fast-falling rain, and FOV transition bugs.#19
Fixed block-breaking-particle duplication, fast-falling rain, and FOV transition bugs.#19Geforce132 wants to merge 1 commit intoXCompWiz:masterfrom Geforce132:master
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Actually, I've just noticed that the second commit in this PR also (unintentionally) fixed the FOV transition issue as well. |
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Small suggestion: Squash the commits :) |
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Sorry, I would do that, but I'm on vacation for a week... :/ |
…nd FOV transition bugs when a WorldView is created in the same dimension as your player.
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Squashed my commits. :) |
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I think this change might be a little overzealous (some of the changes duplicate the same effect). |
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@XCompWiz As far as I saw while I was testing this, everything in other dimensions also seemed to work perfectly fine with this PR's changes. |
…nderer (Kudos to Geforce132 #19)
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I've applied part of this PR. I think the remainder is probably unnecessary, though please test to verify. |
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I've created another pull request that fixes the only remaining issue after your new commit, see #24. |
This pull request fixes a block-breaking-particle duplication bug when a WorldView is present in the same dimension as the player. From what it looked like, the more WorldViews you had, the more particles came out of a block when you broke it. This also fixes a "fast-falling rain" bug that also occurs for the same reason. I commented out three EntityRenderer.updateRenderer() calls to fix it. There doesn't seem to be any bad side-effects from doing that (entities, blocks, items, they all still render properly.)