Open hammy275 opened 7 months ago
With how hacky and constantly-changing some of this Immersive Portals compatibility stuff is, I'm thinking it might almost be better to just distribute as its own "extension" mod (if possible). That way it can be updated as needed, independently of the Vivecraft version.
I dunno though, maybe it's too heavily integrated with Vivecraft's rendering for that to make any sense.
To my knowledge, it hasn't really changed that much. Only reason I closed #246 for this was to have it be based on 1.20.4 instead of 1.20.1. Code is identical between the two, though I know for older Minecraft versions, there were pretty major changes.
I don't have much knowledge on the compat for ImmersivePortals that was written before this, so I don't know how much effort that's taken to port between versions, nor how deeply it integrates with Vivecraft. This effort is really just a Mixin into ImmersivePortals and a slight modification to to use Player#level
instead of Minecraft#level
in one of Vivecraft's functions.
Port to 1.20.4 of #246 with the not-really-working rendering fixes not included.
This PR fixes a few issues with Immersive Portals while still leaving some behind:
Issues that still remain:
/tp
command also can't rotate the player, I don't consider this to be a showstopper. Will likely open an issue for this at some point.What makes this PR so hack-y:
From testing, this does not cause any issues in an environment without ImmersivePortals.
To test this PR, in the
build.gradle
for the modloader, flip themodCompileOnly
for ImmersivePortals tomodApi
, then add the following lines:If wanted, I can include some or all of these changes in the PR, however they aren't at the moment.