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feat: VoidESP #5199
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feat: VoidESP #5199
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src/main/kotlin/net/ccbluex/liquidbounce/features/module/modules/render/ModuleVoidESP.kt
Fixed
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What is the use case?
private val tickHandler = handler<PlayerTickEvent> { | ||
val positions = search() | ||
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// Invalidate last tick positions | ||
with(lastTickPositions.longIterator()) { | ||
while (hasNext()) { | ||
val longValue = nextLong() | ||
if (longValue !in positions) { | ||
renderer.removeBlock(mutable.set(longValue)) | ||
} | ||
} | ||
} | ||
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// Add this tick positions | ||
with(positions.longIterator()) { | ||
while (hasNext()) { | ||
val longValue = nextLong() | ||
renderer.addBlock(mutable.set(longValue)) | ||
} | ||
} | ||
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lastTickPositions = positions | ||
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// Update cull data | ||
renderer.updateAll() | ||
} |
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We don't do that. Look in BlockESP how it's done.
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The BlockESP does not have animations for changes, so I asked @ccetl about how to use the PlacementRenderer
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We don't do that. Look in BlockESP how it's done.
BlockESP doesn't have animations nor culling which is especially important if the blocks disappear / appear in a short distance. But to some degree i agree, you don't have to introduce a separate list here as the renderer has in/current lists already. But IMO it's fine.
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The BlockESP does not have animations for changes, so I asked @ccetl about how to use the PlacementRenderer
That is not the problem. You scan the region around the player every tick. This is inefficient.
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Ah I didn't realize that you meant that, sorry.
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The BlockESP does not have animations for changes, so I asked @ccetl about how to use the PlacementRenderer
That is not the problem. You scan the region around the player every tick. This is inefficient.
But in my profiler this doesn't spend long time to check. The HoleESP-like scanning might make the code more complicated
Like in bedwars the bridge was broken by someone and you are walking without notice of that, this can remind you of that |
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add more language translations
src/main/kotlin/net/ccbluex/liquidbounce/features/module/modules/render/ModuleVoidESP.kt
Fixed
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This should definitely be done by people who maintain the individual languages. If we just fill the translation files with gtranslate/deepl translations it will sound bad in many cases and then we could quit manually adding translations and just make a dynamic translation automation. |
} | ||
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private val mutable = BlockPos.Mutable() | ||
private val mutable1 = BlockPos.Mutable() |
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fix naming please
VoidESP.mp4