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Fixed block-breaking-particle duplication, fast-falling rain, and FOV transition bugs. #19

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Geforce132
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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.)

@Geforce132
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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.

@Guichaguri
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Small suggestion: Squash the commits :)

@Geforce132
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Sorry, I would do that, but I'm on vacation for a week... :/

@Geforce132 Geforce132 changed the title Fixed block-breaking-particle duplication bug Fixed block-breaking-particle duplication, fast-falling rain, and FOV transition bugs. Nov 30, 2015
…nd FOV transition bugs when a WorldView is created in the same dimension as your player.
@Geforce132
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Squashed my commits. :)

@XCompWiz
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XCompWiz commented Feb 3, 2016

I think this change might be a little overzealous (some of the changes duplicate the same effect).
My only real concern is: Do particles in other dimensions still work this way? Do they appear/animate?

@Geforce132
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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.

XCompWiz added a commit that referenced this pull request Jul 30, 2016
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XCompWiz commented Jul 30, 2016

I've applied part of this PR. I think the remainder is probably unnecessary, though please test to verify.
If it is necessary to do something like that then it would also likely be important to put the world access back when the world is no longer the one the player is in.
If it's not important, we can just remove the world access on all the worlds anyway, but we'll see.

@Geforce132 Geforce132 closed this Aug 8, 2016
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I've created another pull request that fixes the only remaining issue after your new commit, see #24.

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3 participants