tr7zw
tr7zw
From a glance looks good, that branch had been inactive for about 2 years, that explains a lot of breakage with the build. Will check it out later and put...
Ngl, I kinda forgot about the pr. And no, I don't think having fabric 1.8 would be worth anyone's time. Currently I'm mostly preparing all the mods/plugins for 1.21.6 and...
I'm a bit under the water right now, thanks to 1.21.10. I keep seeing the PRs for legacy versions, but just don't get around to test them. Will have to...
Seeing how old this PR is, I owe you to get it done today or this week. Also, apparently it's been 3 years 😵💫
> (I will probably switch the build system to use essential loom so I don't have to deal with the pain and suffering of working with old ForgeGradle and Gradle...
Seems to work fine. Might also need 1-2 fixes that I just recently fixed on the main branch here https://github.com/tr7zw/EntityCulling/blob/8fb963bcd5c5695dda5e8fdd41ae1f4c51c84d3a/EntityCulling-Shared/src/main/java/dev/tr7zw/entityculling/CullTask.java#L179 Marker armor stands are not skippable, and they need a...
There are no code changes between 1.7.3 and 1.7.4.
Closing as stale, no further reports of the issue/comments.
To explain: many maps/builds depend on pushing stuff like armorstands into the ground, or have things poke through walls/floors. This gets worse when you start using custom models/resource packs/mods that...
That's 2 different things. 1x1x1 cull boxes would cause a lot of visible pop-in when walking around a corner. Adding that it also checks if the final block is solid,...