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Added support for ItemPhysic (again) #1563
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Here we go again :P |
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public EntityItemHighlighted(EntityType<? extends ItemEntity> type, World world) { | ||
super(type, world); | ||
if(skipPhysicRenderer != null) | ||
try { | ||
skipPhysicRenderer.setBoolean(this, true); |
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use ObfuscationHelper.setPrivateValue() instead; so we don't need to try/catch ourselves.
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Bad for performance, the field should be cached.
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Derp. my bad. Thought for a moment it took a Field not just the fieldname.
By the way, why is this being merged into 1.16-indev instead of master? |
ups |
Hello! Thanks for working on this! I saw that the issue was in the changelog for the most recent Astral update but I'm still having the issue occur in game after updating. Is there something special I'd have to do to fix this? |
Have you update ItemPhysic as well? |
Yes, I just updated both. |
I have Item Physics 1.4.11 and Astral Sorcery 1.13.5 |
Maybe the fix didn't work, or uhh the fix was not properly merged |
My bad, should be fixed in the newest version of ItemPhysic. |
:( Sorry to be back here again, I'm still having the same issue. I wish I could easily share a video of what's going on... but here is a picture. The items placed are laying flat and frantically rotating around a central point. Please let me know if I'm doing something wrong... I updated both Astral and Item Physics just now before launching... |
Might not be the best prettiest solution. (We used it in 1.12).
If you have suggestions on how to make this better just let me know.