1.21.11: Fix CloakFeatureRenderer and gradle.properties
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@@ -7,7 +7,7 @@ org.gradle.configuration-cache=false
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# Fabric Properties
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# check these on https://fabricmc.net/develop
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minecraft_version=1.21.10
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minecraft_version=1.21.11
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yarn_mappings=1.21.11+build.4
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loader_version=0.19.0
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loom_version=1.15-SNAPSHOT
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+42
-32
@@ -2,6 +2,10 @@ package org.saturnclient.impl.cosmetics;
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import java.util.Arrays;
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import org.joml.Matrix3f;
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import org.joml.Matrix4f;
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import org.joml.Vector3f;
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import org.joml.Vector4f;
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import org.saturnclient.client.player.SaturnPlayer;
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import org.saturnclient.common.ref.asset.IdentifierRef;
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import org.saturnclient.config.Config;
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@@ -96,48 +100,54 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
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}
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}
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private void vertex(VertexConsumer vc, Matrix4f posMat, Matrix3f normalMat,
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Vec3d pos, int color,
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float u, float v, int overlay, int light,
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float nx, float ny, float nz) {
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Vector4f p = new Vector4f((float) pos.x, (float) pos.y, (float) pos.z, 1.0f);
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p.mul(posMat);
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Vector3f n = new Vector3f(nx, ny, nz);
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n.mul(normalMat);
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vc.vertex(
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p.x(), p.y(), p.z(),
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color,
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u, v,
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overlay, light,
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n.x(), n.y(), n.z());
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}
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private void renderCapeQuad(VertexConsumer vertexConsumer, MatrixStack matrixStack,
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Vec3d bottomLeft, Vec3d bottomRight, Vec3d topRight, Vec3d topLeft,
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float u1, float v1, float u2, float v2, int light, int overlay,
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float normalX, float normalY, float normalZ, boolean flipWinding) {
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MatrixStack.Entry entry = matrixStack.peek();
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// Extract matrix (you must transform positions manually now)
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Matrix4f pos = entry.getPositionMatrix();
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Matrix3f normalMat = entry.getNormalMatrix();
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int color = 0xFFFFFFFF; // white RGBA
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if (!flipWinding) {
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// CCW
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
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(float) bottomLeft.z)
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.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
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(float) bottomRight.z)
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.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
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(float) topRight.z)
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.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
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(float) topLeft.z)
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.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
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normalZ);
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vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
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normalZ);
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vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
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vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
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} else {
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// CW
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
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(float) topLeft.z)
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.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
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(float) topRight.z)
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.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
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(float) bottomRight.z)
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.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
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(float) bottomLeft.z)
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.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
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.normal(normalX, normalY, normalZ);
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vertex(vertexConsumer, pos, normalMat, topLeft, color, u1, v1, overlay, light, normalX, normalY, normalZ);
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vertex(vertexConsumer, pos, normalMat, topRight, color, u2, v1, overlay, light, normalX, normalY, normalZ);
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vertex(vertexConsumer, pos, normalMat, bottomRight, color, u2, v2, overlay, light, normalX, normalY,
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normalZ);
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vertex(vertexConsumer, pos, normalMat, bottomLeft, color, u1, v2, overlay, light, normalX, normalY,
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normalZ);
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}
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}
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