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Merge branch '1.20.1' of https://github.com/Low-Drag-MC/Photon into 1.20.1
2 parents 386fc5e + 870d27f commit 4d0c821

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-36
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3 files changed

+42
-36
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CHANGELOG.md

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## ChangeLog
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# v1.1.9
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* fixed sub fxs won't be saved
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# v1.1.10
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* Fixed sub fxs won't be saved

CHANGELOGS.md

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## ChangeLogs
22

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# v1.1.10
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* Fixed sub fxs won't be saved
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# v1.1.9
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* fixed sub fxs won't be saved
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* Fixed the delay of the Beam Particle doesn't work
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* Fixed the animation time normalization
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# v1.1.8
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* Fixed remove entity command.

common/src/main/java/com/lowdragmc/photon/client/gameobject/particle/BeamParticle.java

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@@ -152,39 +152,41 @@ protected float getRealEmit(float pPartialTicks) {
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}
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public void render(@Nonnull VertexConsumer pBuffer, @Nonnull Camera camera, float partialTicks) {
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var cameraPos = camera.getPosition().toVector3f();
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var from = getWorldPos();
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var end = new Vector3f(from).add(emitter.transform().localToWorldMatrix().transformDirection(config.getEnd(), new Vector3f()));
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var offset = - getRealEmit(partialTicks);
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var uvs = getRealUVs(partialTicks);
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var u0 = uvs.x + offset;
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var u1 = uvs.z + offset;
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var v0 = uvs.y;
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var v1 = uvs.w;
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var beamHeight = getRealWidth(partialTicks);
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var light = getRealLight(partialTicks);
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var color = getRealColor(partialTicks);
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var r = color.x;
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var g = color.y;
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var b = color.z;
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var a = color.w;
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var direction = new Vector3f(end).sub(from);
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var toO = new Vector3f(from).sub(cameraPos);
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Vector3f n = new Vector3f(toO).cross(direction).normalize().mul(beamHeight);
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var p0 = new Vector3f(from).add(n).sub(cameraPos);
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var p1 = new Vector3f(from).add(n.mul(-1)).sub(cameraPos);
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var p3 = new Vector3f(end).add(n).sub(cameraPos);
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var p4 = new Vector3f(end).add(n.mul(-1)).sub(cameraPos);
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pBuffer.vertex(p1.x, p1.y, p1.z).uv(u0, v0).color(r, g, b, a).uv2(light).endVertex();
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pBuffer.vertex(p0.x, p0.y, p0.z).uv(u0, v1).color(r, g, b, a).uv2(light).endVertex();
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pBuffer.vertex(p4.x, p4.y, p4.z).uv(u1, v1).color(r, g, b, a).uv2(light).endVertex();
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pBuffer.vertex(p3.x, p3.y, p3.z).uv(u1, v0).color(r, g, b, a).uv2(light).endVertex();
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if (delay <= 0 && this.emitter.isVisible()) {
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var cameraPos = camera.getPosition().toVector3f();
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var from = getWorldPos();
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var end = new Vector3f(from).add(emitter.transform().localToWorldMatrix().transformDirection(config.getEnd(), new Vector3f()));
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var offset = - getRealEmit(partialTicks);
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var uvs = getRealUVs(partialTicks);
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var u0 = uvs.x + offset;
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var u1 = uvs.z + offset;
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var v0 = uvs.y;
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var v1 = uvs.w;
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var beamHeight = getRealWidth(partialTicks);
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var light = getRealLight(partialTicks);
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var color = getRealColor(partialTicks);
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var r = color.x;
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var g = color.y;
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var b = color.z;
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var a = color.w;
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var direction = new Vector3f(end).sub(from);
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var toO = new Vector3f(from).sub(cameraPos);
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Vector3f n = new Vector3f(toO).cross(direction).normalize().mul(beamHeight);
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var p0 = new Vector3f(from).add(n).sub(cameraPos);
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var p1 = new Vector3f(from).add(n.mul(-1)).sub(cameraPos);
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var p3 = new Vector3f(end).add(n).sub(cameraPos);
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var p4 = new Vector3f(end).add(n.mul(-1)).sub(cameraPos);
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pBuffer.vertex(p1.x, p1.y, p1.z).uv(u0, v0).color(r, g, b, a).uv2(light).endVertex();
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pBuffer.vertex(p0.x, p0.y, p0.z).uv(u0, v1).color(r, g, b, a).uv2(light).endVertex();
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pBuffer.vertex(p4.x, p4.y, p4.z).uv(u1, v1).color(r, g, b, a).uv2(light).endVertex();
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pBuffer.vertex(p3.x, p3.y, p3.z).uv(u1, v0).color(r, g, b, a).uv2(light).endVertex();
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}
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}
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@Override

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