bte_optimization_fixes-1.30.0.jar
Curse Maven Snippet
What's new
Stop Mimics from getting stuck between blocks
Mimic 1.2.38 gives the mimic a collision box exactly one block wide. The
pathfinder then treats it as a 2x2 mob, so it finds no path through
one-block corridors, doors or gaps, and even on a valid path it has no
margin and catches on corners. Its width is now 0.9 (height and model
unchanged).
Its chase goal also recalculated the path every tick, which reset the
navigation's stuck detection, so a mimic pushing into a wall never gave
up. It now repaths every 10 ticks or when it has no path, like vanilla
melee mobs, and vanilla stuck detection works again.
Fix GeckoLib armor floating on screen with Oculus shadows
With shader shadows enabled, GeckoLib armor (Dungeons Gear and others)
appeared floating in the middle of the screen in first person.
GeoArmorRenderer ignores the buffer source of the armor layer and always
draws into the game's main buffer source. Oculus also renders the player
in the shadow pass (even in first person) with its own buffer source, so
the GeckoLib armor leaked into the main buffer with shadow-map positions
and was drawn in the normal view.
While the armor layer is rendering, GeckoLib armor now uses the same
buffer source as the layer, like vanilla armor. Outside the armor layer
nothing changes.
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