fix: slime block render priority
thanks to Tranq for calling it out
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@@ -325,12 +325,14 @@ void Chunk::rebuild()
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if( empty )
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{
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// 4J - added - clear any renderer data associated with this
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for (int currentLayer = 0; currentLayer < 2; currentLayer++)
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for (int currentLayer = 0; currentLayer < LevelRenderer::CHUNK_RENDER_LAYERS; currentLayer++)
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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if (currentLayer < 2)
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer);
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}
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RenderManager.CBuffClear(lists + currentLayer);
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}
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RenderManager.CBuffClear(lists + 2);
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delete region;
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delete tileRenderer;
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@@ -483,13 +485,26 @@ void Chunk::rebuild()
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if((currentLayer==0)&&(!renderNextLayer))
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{
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levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1);
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RenderManager.CBuffClear(lists + 1);
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RenderManager.CBuffClear(lists + 2);
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for (int clearLayer = 1; clearLayer < LevelRenderer::CHUNK_RENDER_LAYERS; clearLayer++)
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{
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RenderManager.CBuffClear(lists + clearLayer);
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}
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break;
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}
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if((currentLayer==1)&&(!renderNextLayer))
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{
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RenderManager.CBuffClear(lists + 2);
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for (int clearLayer = 2; clearLayer < LevelRenderer::CHUNK_RENDER_LAYERS; clearLayer++)
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{
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RenderManager.CBuffClear(lists + clearLayer);
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}
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break;
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}
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if((currentLayer==2)&&(!renderNextLayer))
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{
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for (int clearLayer = 3; clearLayer < LevelRenderer::CHUNK_RENDER_LAYERS; clearLayer++)
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{
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RenderManager.CBuffClear(lists + clearLayer);
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}
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break;
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}
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}
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