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feat(minecraft): migrate to 1.21.4 #4722

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DataM0del
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@DataM0del DataM0del commented Nov 27, 2024

PR

A list from the top of my head:

  • block overlay 😱
  • weather renderererererer mixin for ultimate custom ambience you-previously-had-this-before experience 🔥!!!
  • more merging upstream 💀 (because I don't want conflicts adding up for this)
  • XRay works with Sodium
  • fix elytra stuff related to yarn renaming stuff from fallFlying to glide (:skull:)

Useful tools / utilities:

Some broken things

  • Rotations (it reuses your pitch (or yaw because 🧠) , need to fix the mixin)
  • ESP
  • JumpEffects
  • whatever else renders stuff (usually either offset or you can't see it, @superblaubeere27 can fix that I guess, it was also a bug in the original PR, they probably swapped some parameters around, too lazy to find it and Cursor isn't helping)
  • NoFall "Vanilla" modes (SpoofGround, NoGround, Blink, or whatever else) only work if you enable "Always"
  • I need to send tick end packets after sending every movement packet (Mojang, why???)

The actual diff in question (ignores merging upstream crap): nextgen...DataM0del:LiquidBounce:feat/minecraft/1.21.3

@@ -54,6 +61,10 @@ protected static <T extends PacketListener> void handlePacket(Packet<T> packet,
private void hookSendingPacket(Packet<?> packet, final CallbackInfo callbackInfo) {
final PacketEvent event = new PacketEvent(TransferOrigin.SEND, packet, true);

if (packet instanceof PlayerMoveC2SPacket) {
this.sendInternal(new ClientTickEndC2SPacket(), null, true);
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we're flagging timer with this one 🔥

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I also think scripts should have the control to not send the packet.

@@ -22,3 +14,11 @@ fun Fog.copy(
shape, color.r,
color.g, color.b, color.a)
}

// could be merged into `Color4b` as generics, but not sure if izuna would be fine with that.
data class FloatColor(val r: Float, val g: Float, val b: Float, val a: Float) {
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This can replaced by /255f when constructing the Fog object.

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but we would lose some precision, not sure if anyone cares 💀

// color.b.toFloat(), color.a.toFloat()
// )
}

fun Fog.copy(
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I don't like the idea of this.
I'd prefer it when you set the states directly (if possible) in the render system.
Or directly construct the Fog object without creating a new Fog object for each value. Instead you could just construct one and default everything that has not changed to the original.

@DataM0del DataM0del closed this Dec 15, 2024
@DataM0del DataM0del force-pushed the feat/minecraft/1.21.3 branch from 05e7a19 to c482931 Compare December 15, 2024 23:15
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wtf

@DataM0del
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OH SHIT

@DataM0del DataM0del reopened this Dec 15, 2024
…` when true sight is required

basically a typo, the only reason this wasn't fixed in d84c68f is that I still thought it was "isInvisibleTo" and not "isVisibleTo".
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Conflicts

@DataM0del DataM0del mentioned this pull request Dec 18, 2024
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konflicts

@superblaubeere27
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What rendering problems?

@DataM0del
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What rendering problems?

As I said in the message, ESP, Tracers, etc (whatever LiquidBounce renders in the world), are offset from where they're supposed to be.

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This PR is probably going to get superseded by @ccetl's Minecraft 1.21.4 PR whenever it comes out.

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Superseded by #4980 because of the rendering issues.

@DataM0del DataM0del closed this Dec 20, 2024
@DataM0del DataM0del deleted the feat/minecraft/1.21.3 branch December 21, 2024 02:21
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7 participants