Add missing cave blocks for cave culling

This commit is contained in:
James Seibel
2025-02-15 11:06:43 -06:00
parent 11a2b8bf5b
commit 6fbe0a9e72
2 changed files with 12 additions and 6 deletions
@@ -761,20 +761,26 @@ public class Config
+ "Disable this if shadows render incorrectly.")
.build();
public static ConfigEntry<String> ignoredRenderBlockCsv = new ConfigEntry.Builder<String>()
public static ConfigEntry<String> ignoredRenderBlockCsv = new ConfigEntry.Builder<String>() // TODO accept wildcards
.set("minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom")
.setAppearance(EConfigEntryAppearance.ONLY_IN_FILE) // only shown in file since the UI has a character limit
.comment(""
+ "A comma separated list of block resource locations that won't be rendered by DH. \n"
+ "Note: air is always included in this list. \n"
+ "Air is always included in this list. \n"
+ "Requires a restart to change. \n"
+ "")
.build();
public static ConfigEntry<String> ignoredRenderCaveBlockCsv = new ConfigEntry.Builder<String>()
.set("minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column")
public static ConfigEntry<String> ignoredRenderCaveBlockCsv = new ConfigEntry.Builder<String>() // TODO accept wildcards
.set("minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column," +
"minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass," +
"minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein")
.setAppearance(EConfigEntryAppearance.ONLY_IN_FILE) // only shown in file since the UI has a character limit
.comment(""
+ "A comma separated list of block resource locations that shouldn't be rendered \n"
+ "if they are in a 0 sky light underground area. \n"
+ "Note: air is always included in this list. \n"
+ "Air is always included in this list. \n"
+ "Requires a restart to change. \n"
+ "")
.build();
@@ -270,7 +270,7 @@ public class FullDataToRenderDataTransformer
//====================//
boolean ignoreBlock = blockStatesToIgnore.contains(block);
boolean caveBlock = caveBlockStatesToIgnore.contains(block);
boolean caveBlock = caveBlockStatesToIgnore.contains(block); // TODO caves should also ignore transparent/non-solid blocks (IE grass and plants) wthout each being defined
if (caveBlock)
{
if (caveCullingEnabled