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https://github.com/Creators-of-Create/Create.git
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Fix water rendering overlay on glass blocks
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parent
dbfe7f93fa
commit
073e3980ee
4 changed files with 29 additions and 2 deletions
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@ -0,0 +1,16 @@
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{
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"replace": false,
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"values": [
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"create:tiled_glass",
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"create:framed_glass",
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"create:horizontal_framed_glass",
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"create:vertical_framed_glass",
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"create:oak_window",
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"create:spruce_window",
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"create:birch_window",
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"create:jungle_window",
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"create:acacia_window",
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"create:dark_oak_window",
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"create:ornate_iron_window"
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]
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}
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@ -29,6 +29,7 @@ import net.minecraft.block.GlassBlock;
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import net.minecraft.block.SandBlock;
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import net.minecraft.block.WoodType;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.tags.BlockTags;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.common.Tags;
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@ -45,7 +46,7 @@ public class AllPaletteBlocks {
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.addLayer(() -> RenderType::getCutoutMipped)
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.recipe((c, p) -> p.stonecutting(DataIngredient.tag(Tags.Items.GLASS_COLORLESS), c::get))
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.blockstate(palettesCubeAll())
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.tag(Tags.Blocks.GLASS_COLORLESS)
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.tag(Tags.Blocks.GLASS_COLORLESS, BlockTags.IMPERMEABLE)
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.item()
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.tag(Tags.Items.GLASS_COLORLESS)
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.build()
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@ -2,7 +2,10 @@ package com.simibubi.create.content.palettes;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.GlassBlock;
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import net.minecraft.fluid.IFluidState;
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import net.minecraft.util.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.ILightReader;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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@ -19,4 +22,9 @@ public class ConnectedGlassBlock extends GlassBlock {
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: super.isSideInvisible(state, adjacentBlockState, side);
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}
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@Override
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public boolean shouldDisplayFluidOverlay(BlockState state, ILightReader world, BlockPos pos, IFluidState fluidState) {
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return true;
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}
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}
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@ -29,6 +29,7 @@ import net.minecraft.block.Blocks;
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import net.minecraft.block.WoodType;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.data.ShapedRecipeBuilder;
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import net.minecraft.tags.BlockTags;
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import net.minecraft.util.IItemProvider;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.client.model.generators.ModelFile;
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@ -77,6 +78,7 @@ public class WindowGen {
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.loot((t, g) -> t.registerSilkTouch(g))
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.blockstate((c, p) -> p.simpleBlock(c.get(), p.models()
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.cubeColumn(c.getName(), sideTexture.apply(c.getName()), endTexture.apply(c.getName()))))
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.tag(BlockTags.IMPERMEABLE)
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.simpleItem()
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.register();
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}
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@ -89,7 +91,7 @@ public class WindowGen {
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.loot((t, g) -> t.registerSilkTouch(g))
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.recipe((c, p) -> p.stonecutting(DataIngredient.tag(Tags.Items.GLASS_COLORLESS), c::get))
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.blockstate((c, p) -> BlockStateGen.cubeAll(c, p, "palettes/", "framed_glass"))
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.tag(Tags.Blocks.GLASS_COLORLESS)
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.tag(Tags.Blocks.GLASS_COLORLESS, BlockTags.IMPERMEABLE)
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.item()
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.tag(Tags.Items.GLASS_COLORLESS)
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.model((c, p) -> p.cubeColumn(c.getName(), p.modLoc(palettesDir() + c.getName()),
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