Abstracting clouds
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+37
-1
@@ -65,6 +65,7 @@ public interface ILodConfigWrapperSingleton
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IQuality quality();
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IFogQuality fogQuality();
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ICloudQuality cloudQuality();
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IAdvancedGraphics advancedGraphics();
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@@ -178,7 +179,42 @@ public interface ILodConfigWrapperSingleton
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boolean getDisableVanillaFog();
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void setDisableVanillaFog(boolean newDisableVanillaFog);
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}
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interface ICloudQuality
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{
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String DESC = "These settings control the clouds.";
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boolean CUSTOM_CLOUDS_DEFAULT = false;
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String CUSTOM_CLOUDS_DESC = ""
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+ " Should we use our own method for rendering clouds \n"
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+ "\n"
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+ " If you disable this then the rest of the cloud configs wont work. \n";
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boolean getCustomClouds();
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void setCustomClouds(boolean newCustomClouds);
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boolean FABULOUS_CLOUDS_DEFAULT = false;
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String FABULOUS_CLOUDS_DESC = ""
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+ " A complete rework on how clouds work \n"
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+ " Rather than getting from a texure and rendering that \n"
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+ " It gets the terrain height and decides how much cloud to put \n"
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+ " This idea came from this 11 year old reddit post https://www.reddit.com/r/Minecraft/comments/e7xol/this_is_how_clouds_should_work_gif_simulation/ \n";
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boolean getFabulousClouds();
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void setFabulousClouds(boolean newFabulousClouds);
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boolean EXTEND_CLOUDS_DEFAULT = false;
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String EXTEND_CLOUDS_DESC = ""
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+ " Extends how far the clouds render \n"
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+ " to the lod render distance \n";
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boolean getExtendClouds();
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void setExtendClouds(boolean newExtendClouds);
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double CLOUD_HEIGHT_DEFAULT = 0;
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String CLOUD_HEIGHT_DESC = ""
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+ " What y level to render the clouds at \n";
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double getCloudHeight();
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void setCloudHeight(double newCloudHeight);
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}
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interface IAdvancedGraphics
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{
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String DESC = "Graphics options that are a bit more technical.";
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