block/water rendering fixes: weighted blockstate variants picked per position like vanilla (Mth.getSeed + model random, multipart reseed, seed 42 for displays, falling blocks by start pos, block items keep the first variant), face textures are slot refs (heavy_core was invisible), missing textures as missingno, animated textures by mcmeta frame size and first frame, deterministic resource pack priority, full-height snapshot so the sky light under water counts the whole water column, camera surroundings captured for the water fog blend, underwater light applied per depth instead of per ray, camera fluid determined once in prepare, translucent layer limit 8 / 1/255 (3rd water face no longer opaque), rgb attribute modifiers for water_fog_color, pptest fix_* scenes
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@@ -7,6 +7,7 @@ import eu.mhsl.minecraft.pixelpics.render.entity.cem.CemModelLoader;
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import eu.mhsl.minecraft.pixelpics.render.render.DefaultScreenRenderer;
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import eu.mhsl.minecraft.pixelpics.render.render.RayMap;
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import eu.mhsl.minecraft.pixelpics.render.render.RenderJob;
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import eu.mhsl.minecraft.pixelpics.render.raytrace.FluidRenderer;
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import eu.mhsl.minecraft.pixelpics.render.sky.SkyContext;
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import eu.mhsl.minecraft.pixelpics.render.snapshot.WorldSnapshot;
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import eu.mhsl.minecraft.pixelpics.render.tint.BiomeTintProvider;
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@@ -104,7 +105,9 @@ final class Harness {
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Location loc = new Location(null, cam.getX(), cam.getY(), cam.getZ());
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loc.setDirection(look.clone().subtract(cam));
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RayMap rayMap = DefaultScreenRenderer.buildRayMap(loc, w * SSAA, h * SSAA);
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return new RenderJob(world, rayMap, cam, w, h, NOON, mobs, bes, decos, objects, SpecialDates.now());
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// The harness scenes have no fluids: the camera is always in air.
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return new RenderJob(world, rayMap, cam, FluidRenderer.NONE, w, h, NOON, mobs, bes, decos, objects,
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SpecialDates.now());
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}
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/** Distance at which a box of extent {@code ext} (at least 0.5) fills the view, scaled {@code mul}, plus {@code add}. */
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