Add missing cave blocks for cave culling
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@@ -761,20 +761,26 @@ public class Config
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+ "Disable this if shadows render incorrectly.")
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.build();
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public static ConfigEntry<String> ignoredRenderBlockCsv = new ConfigEntry.Builder<String>()
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public static ConfigEntry<String> ignoredRenderBlockCsv = new ConfigEntry.Builder<String>() // TODO accept wildcards
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.set("minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom")
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.setAppearance(EConfigEntryAppearance.ONLY_IN_FILE) // only shown in file since the UI has a character limit
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.comment(""
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+ "A comma separated list of block resource locations that won't be rendered by DH. \n"
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+ "Note: air is always included in this list. \n"
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+ "Air is always included in this list. \n"
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+ "Requires a restart to change. \n"
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+ "")
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.build();
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public static ConfigEntry<String> ignoredRenderCaveBlockCsv = new ConfigEntry.Builder<String>()
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.set("minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column")
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public static ConfigEntry<String> ignoredRenderCaveBlockCsv = new ConfigEntry.Builder<String>() // TODO accept wildcards
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.set("minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column," +
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"minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass," +
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"minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein")
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.setAppearance(EConfigEntryAppearance.ONLY_IN_FILE) // only shown in file since the UI has a character limit
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.comment(""
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+ "A comma separated list of block resource locations that shouldn't be rendered \n"
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+ "if they are in a 0 sky light underground area. \n"
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+ "Note: air is always included in this list. \n"
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+ "Air is always included in this list. \n"
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+ "Requires a restart to change. \n"
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+ "")
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.build();
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+1
-1
@@ -270,7 +270,7 @@ public class FullDataToRenderDataTransformer
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//====================//
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boolean ignoreBlock = blockStatesToIgnore.contains(block);
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boolean caveBlock = caveBlockStatesToIgnore.contains(block);
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boolean caveBlock = caveBlockStatesToIgnore.contains(block); // TODO caves should also ignore transparent/non-solid blocks (IE grass and plants) wthout each being defined
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if (caveBlock)
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{
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if (caveCullingEnabled
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