Calm Down, Particles!
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Fixes an ignored bug that I can't ignore.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Description
Calm Down, Particles!
This mod fixes a annoying Forge bug: "Particles sometimes 'losing' the lightmap and drawn as fullbright."
🔺 Reminder
- Forge 1.16.1-32.0.59 didn't fix this issue correctly, so it still exists.
- The author is NOT reponsible for breaking the game or your saves.
- This mod may conflict with others and I don't have the duty to find it out for you.
- You can make the mod available for 1.16.2 by editing META-INF/mods.toml by yourself.
📜 History
Forge allows custom particle types, therefore changing the rendering order of particles and causing particle issues. Forge tried to fix it but failed to fix the one with lighting.
I submitted the bug report and received no reply. Then I decided to fix it by myself.
📖 Description
All the particles will be rendered as fullbright sometimes when an entity picks up an item or an experience orb.
The mod fixes it.
📝 Configuration
The fix is not hacky, therefore does not need a configuration.
🔗 Dependencies
Required MixinBootstrap: For loading Mixins with Forge.
Incompatible Cull Particles: Necessarily conflict.
🤷 FAQ
Will it work on servers?
No. It's a client mod. If you install it on a server, it will have no effect.
May I give a suggestion about fixing other bugs?
Yes. But do it by sending private messages instead of opening an issue on Github.
May I use this in modpacks?
Do what you want to do. This mod is dedicated to the Public Domain.
Will you backport it to older versions?
No. However, technical details can be found on Github, so you may do it by yourself for 1.14.4.
Versions below 1.13 do not have this issue.
🧱 Technical Details
This mod use Mixins to perform the patch.
In 🆑net.minecraft.client.particle.ParticleManager
Overwrite 🟢renderPaticles
```plain /* To be converted into Injectors */
Runnable enable = () -> {
- lightTextureIn.enableLightmap(); RenderSystem.enableAlphaTest(); RenderSystem.defaultAlphaFunc(); RenderSystem.enableDepthTest(); RenderSystem.enableFog(); RenderSystem.activeTexture(org.lwjgl.opengl.GL13.GLTEXTURE2); RenderSystem.enableTexture(); RenderSystem.activeTexture(org.lwjgl.opengl.GL13.GLTEXTURE0); }; RenderSystem.pushMatrix(); ```
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