Voidscape

Voidscape

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Potential Concurrent crashes

Tamaized opened this issue ยท 0 comments

commented

overlayList.forEach(mrl -> {
final BakedModel model = event.getModelRegistry().get(mrl);
if (model != null)
event.getModelRegistry().put(mrl, new FullBrightModel(model) {
@Nonnull
@Override
public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand) {
return cachedQuads.computeIfAbsent(side, (face) -> {
List<BakedQuad> quads = model.getQuads(state, side, rand);
for (BakedQuad quad : quads)
if (quads.indexOf(quad) == 1)
LightUtil.setLightData(quad, 0xF000F0);
return quads;
});
}
});
else
Voidscape.LOGGER.error("Null Model! " + mrl);
});
itemOverlayList.forEach(mrl -> {
final BakedModel model = event.getModelRegistry().get(mrl);
if (model != null)
event.getModelRegistry().put(mrl, new FullBrightModel(model) {
@Nonnull
@Override
public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, @Nonnull Random rand) {
return cachedQuads.computeIfAbsent(side, (face) -> {
List<BakedQuad> quads = model.getQuads(state, side, rand);
for (BakedQuad quad : quads)
if (quad.getSprite().getName().getPath().contains("_overlay"))
LightUtil.setLightData(quad, 0xF000F0);
return quads;
});
}
});
else
Voidscape.LOGGER.error("Null Model! " + mrl);
});