From d24b2b8398c862cab63d3dad736bc16ceb0961df Mon Sep 17 00:00:00 2001 From: Luna Date: Sat, 29 Nov 2025 20:44:11 +0100 Subject: fix: properly disable custom cape renderer --- .../feature/devcosmetics/CustomCapeFeatureRenderer.java | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/main/java') diff --git a/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java b/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java index 7852fc3..7a4a3c7 100644 --- a/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java +++ b/src/main/java/moe/nea/firmament/mixins/feature/devcosmetics/CustomCapeFeatureRenderer.java @@ -28,13 +28,13 @@ public abstract class CustomCapeFeatureRenderer extends RenderLayer original, - @Local(argsOnly = true) AvatarRenderState playerEntityRenderState, @Local PlayerSkin skinTextures) { - // TODO: 1.21.10 custom capes by pre rendering the texture id. this is more viable on this version i am fairly sure, without clogging up all of the cached image render layers +// @WrapOperation( +// method = "submit(Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/SubmitNodeCollector;ILnet/minecraft/client/renderer/entity/state/AvatarRenderState;FF)V", +// at = @At(value = "INVOKE", target = "Lnet/minecraft/client/renderer/SubmitNodeCollector;submitModel(Lnet/minecraft/client/model/Model;Ljava/lang/Object;Lcom/mojang/blaze3d/vertex/PoseStack;Lnet/minecraft/client/renderer/RenderType;IIILnet/minecraft/client/renderer/feature/ModelFeatureRenderer$CrumblingOverlay;)V") +// ) +// private void onRender(SubmitNodeCollector instance, Model model, Object o, PoseStack matrixStack, RenderType renderLayer, int light, int overlay, int outlineColor, ModelFeatureRenderer.CrumblingOverlay crumblingOverlayCommand, Operation original, +// @Local(argsOnly = true) AvatarRenderState playerEntityRenderState, @Local PlayerSkin skinTextures) { +// // TODO: 1.21.10 custom capes by pre rendering the texture id. this is more viable on this version i am fairly sure, without clogging up all of the cached image render layers // CustomCapes.render( // playerEntityRenderState, // vertexConsumer, @@ -45,5 +45,5 @@ public abstract class CustomCapeFeatureRenderer extends RenderLayer