refactor(shapeshift): use yOffset instead of temporary render offsets#37
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Alexdoru merged 13 commits intoGTNewHorizons:masterfrom Apr 30, 2026
Merged
refactor(shapeshift): use yOffset instead of temporary render offsets#37Alexdoru merged 13 commits intoGTNewHorizons:masterfrom
Alexdoru merged 13 commits intoGTNewHorizons:masterfrom
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Alexdoru
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Inject in the PlayerRender class and cancel all the code after EntitySizeInfo size = new EntitySizeInfo(player); and in your entityRenderer mixins just copy the code that computes the offest
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and remove the RenderEntityViewer mixin |
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There is a major issue, if you quit your singleplayer world while shpe shifted when you try to rejoin you get automatically kicked for illegla stance
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Sorry for the late response. I forget to sync the OffsetContents. Fixed. |
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This is a refactored implementation following the suggestion from @Alexdoru in GTNewHorizons/Hodgepodge#802
I chose to modify
RenderEntityViewerinstead ofPlayerRender, asPlayerRenderis too complex and contains many unrelated logics. This still fix waila's tooltip issue.