actually fix tint on custom water textures.
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@@ -148,7 +148,7 @@ public class BlockColorWrapper implements IBlockColorWrapper
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// generate the block's color
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// for (int frameIndex = 0; frameIndex < texture.getFrameCount(); frameIndex++)
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boolean lookForTint = grassInstance() || leavesInstance() || waterIstance();
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boolean lookForTint = grassInstance() || leavesInstance();
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int frameIndex = 0; // TODO
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{
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@@ -210,13 +210,15 @@ public class BlockColorWrapper implements IBlockColorWrapper
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// determine if this block should use the biome color tint
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if (lookForTint && (float) numberOfGreyPixel / count > 0.75f)
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this.toTint = true;
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if (waterInstance())
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this.toTint = true;
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// we check which kind of tint we need to apply
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this.grassTint = grassInstance() && toTint;
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this.foliageTint = leavesInstance() && toTint;
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this.waterTint = waterIstance() ;
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this.waterTint = waterInstance() ;
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//hardcoded leaves
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if (block == Blocks.SPRUCE_LEAVES)
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@@ -247,7 +249,7 @@ public class BlockColorWrapper implements IBlockColorWrapper
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}
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/** determine if the given block should use the biome's foliage color */
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private boolean waterIstance()
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private boolean waterInstance()
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{
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return block == Blocks.WATER;
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}
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+1
-1
Submodule core updated: fd81a8e067...401cbbd8eb
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