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Showing content with the highest reputation on 06/23/21 in Posts

  1. Delete C:\Users\NUNYA\AppData\Roaming\.minecraft\config\fml.toml
  2. You are using the overload for ModelRenderer.render() that doesn't take rgb parameters and always renders the texture white. Change the call to body.render() in the renderToBuffer() method in your PoggModel class to actually use the supplied red, green, blue, alpha parameters.
  3. BlockState#get(Property) eg. someBlockState.getValue(RotatedPillarBlock.AXIS);
  4. the first parameter (Property<T>) is a BlockStateProperty and not a block, and the second is the value of the Property os like this: Blocks.ACACIA_LOG.defaultBlockState().setValue(RotatedPillarBlock.AXIS, Direction.Axis.X);
  5. you need to get the rotation from the current block, and set the same rotation state to the new stripped block you can do so by using BlockState#with, and set the orientation and you can get a state with BlockState#get
  6. Why is it forgeserver.jar? Did you rename it?
  7. I've done some testing, and there are 3 things that cause the item to move. The first is when you return a success, the item will swing. Updating the returns as previously discussed achieves the desired result in this context. The second is when you return a consume, the item will bob if it is not in use. This means that if you try to use the pan while not able to do any panning, it will bob repeatedly (but not jarringly quickly). If you don't want this, you can return a pass, which has no visual effect. The third is when you set the damage value every tick. This is what causes the glitchy-looking vibration, and it would seem you can fix it by setting the damage less frequently (once every 3 ticks eliminated all unwanted movement in my experiments).
  8. You need to offset the vertexbuffer/gl matrix(whichever you are using) before rendering the lines at the desired position. Think of it this way: Every time MC renders the world it offsets everything based on the player's position. The RenderWorldLast event is fired when those offsets are applied. If you want your outline to be stationary and not follow the player you need to 'negate' them by offsetting your rendering back to where it was(0,0,0) and then render at the desired position(x,y,z). So your rendering would then look like calculate offsets offset(-offsets) render boxes loop offset(offsets). As I usually do, here is a simple example: // your positions. You might want to shift them a bit too int sX = yourX; int sY = yourY; int sZ = yourZ; // Usually the player Entity entity = Minecraft.getMinecraft().getRenderViewEntity(); //Interpolating everything back to 0,0,0. These are transforms you can find at RenderEntity class double d0 = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)evt.getPartialTicks(); double d1 = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * (double)evt.getPartialTicks(); double d2 = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)evt.getPartialTicks(); //Apply 0-our transforms to set everything back to 0,0,0 Tessellator.getInstance().getBuffer().setTranslation(-d0, -d1, -d2); //Your render function which renders boxes at a desired position. In this example I just copy-pasted the one on TileEntityStructureRenderer renderBox(Tessellator.getInstance(), Tessellator.getInstance().getBuffer(), sX, sY, sZ, sX + 1, sY + 1, sZ + 1); //When you are done rendering all your boxes reset the offsets. We do not want everything that renders next to still be at 0,0,0 :) Tessellator.getInstance().getBuffer().setTranslation(0, 0, 0); note that if you want to outline more than 1 box like this you would need to apply player offsets first, then render your boxes in a loop, then reset the offsets. This is a result I get with my example:

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