feat: barrier block
todo: deprecate *.col file usage
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@@ -263,6 +263,11 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat
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shared_ptr< TileEntity > forceEntity ) // 4J added forceData, forceEntity param
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{
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Tesselator* t = Tesselator::getInstance();
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// skip in-game rendering of barrier block
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if (tt != nullptr && tt->id == Tile::barrier_Id)
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{
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return false;
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}
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int shape = tt->getRenderShape();
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tt->updateShape( level, x, y, z, forceData, forceEntity );
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// AP - now that the culling is done earlier we don't need to call setShape until later on (only for SHAPE_BLOCK)
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