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poopoodice last won the day on May 12

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  1. It's still there with the same name, if you are using 1.16 MCP mappings. Otherwise it will be AbstractContainerMenu#getCarried.
  2. Hi, I would like to know if it's possible to render the glowing effect with depth test so it won't be visible through walls? Should I implement my own render type buffer? Thanks! I need to change my phrase a bit, since glowing effect is rendered in a separate buffer zone is there a way to render my own effect, or change it so they somehow use the same one?
  3. We were talking about doing that every tick. You don't have to worry about it then since it's not a big issue anyways.
  4. The problem's about ray tracing and network packets every tick 0.0
  5. Override attackEntityFrom and do checks there, for example DamageSource#isProjectile. Or check how Enderman does it.
  6. The vec contains x, y, and z
  7. Hi, I think this may be a little bit more related to math but I can't seem to find the solution. 1 stack.translate(1F, 2F, 3F); stack.rotate(Vector3f.XP.rotationDegrees(180)); stack.scale(2.0F, 3.0F, 4.0F); stack.rotate(Vector3f.ZP.rotationDegrees(x1)); 2 stack.translate(1F, 2F, 3F); stack.rotate(Vector3f.XP.rotationDegrees(180)); stack.rotate(Vector3f.ZP.rotationDegrees(x2)); stack.scale(2.0F, 3.0F, 4.0F); Is it possible, given x1 and calculate the value of x2? Thanks.
  8. The problem is it's only gathering the entities that are inside/intersects with the bb: player.getBoundingBox().expandTowards(player.getDeltaMovement()).inflate(1.0D) So make the bounding box bigger.
  9. For example doing this is in the start of the render tick ORIGINAL_GAMMA; settings = Minecraft.getInstance().gameSettings; if (player.isPotionActive(myeffect)) { ORIGINAL_GAMMA = settings.gamma; settings.gamma = 100; } then at the end of the render tick restore it. Just my thought.
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