clientApi remove finished todo comments
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@@ -27,6 +27,7 @@ import com.seibel.distanthorizons.core.api.internal.rendering.DhRenderState;
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import com.seibel.distanthorizons.core.enums.MinecraftTextFormat;
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import com.seibel.distanthorizons.core.file.structure.ClientOnlySaveStructure;
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import com.seibel.distanthorizons.core.logging.DhLoggerBuilder;
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import com.seibel.distanthorizons.core.logging.f3.F3Screen;
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import com.seibel.distanthorizons.core.network.messages.MessageRegistry;
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import com.seibel.distanthorizons.core.pos.DhChunkPos;
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import com.seibel.distanthorizons.core.render.DhApiRenderProxy;
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@@ -121,6 +122,7 @@ public class ClientApi
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/** Holds any chunks that were loaded before the {@link ClientApi#clientLevelLoadEvent(IClientLevelWrapper)} was fired. */
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public final HashMap<Pair<IClientLevelWrapper, DhChunkPos>, IChunkWrapper> waitingChunkByClientLevelAndPos = new HashMap<>();
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/** publicly available so {@link F3Screen} can display the error */
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@Nullable
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public String lastRenderParamValidationMessage = null;
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@@ -527,10 +529,10 @@ public class ClientApi
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//============//
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///region
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// TODO write this message to the F3 menu so people can see when a different mod screws with the lightmap
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String validationMessage = renderParams.getValidationErrorMessage();
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if (validationMessage != null)
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{
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// store the error message so it can be seen on the F3 screen
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this.lastRenderParamValidationMessage = validationMessage;
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return;
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}
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@@ -46,8 +46,7 @@ public abstract class AbstractDhServerLevel extends AbstractDhLevel implements I
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/**
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* This queue is used for ensuring fair generation speed for each player. <br>
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* Every tick the first player gets used for centering generation, and then is immediately moved into the back of the queue. <br>
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* TODO only add players that actually have something to generate
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* Every tick the first player gets used for centering generation, and then is immediately moved into the back of the queue.
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*/
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protected final ConcurrentLinkedQueue<IServerPlayerWrapper> worldGenPlayerCenteringQueue = new ConcurrentLinkedQueue<>();
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