[WIP] more async texture loading
keep stitch() call in original method body, in case others want to mod it too
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@@ -41,11 +41,11 @@ object AsyncGrassDiscovery : ConfigurableModelDiscovery<GrassInfo>() {
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val textureName = textures[0]
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val spriteF = atlas.sprite(Identifier(textureName))
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logger.log(Level.DEBUG, "$logName: texture $textureName")
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return atlas.afterStitch {
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return atlas.mapAfter {
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val sprite = spriteF.get()
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logger.log(Level.DEBUG, "$logName: block state $state")
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logger.log(Level.DEBUG, "$logName: texture $textureName")
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val hsb = HSB.fromColor(sprite.averageColor ?: defaultGrassColor)
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val hsb = HSB.fromColor(sprite.averageColor)
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val overrideColor = if (hsb.saturation >= Config.shortGrass.saturationThreshold) {
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logger.log(Level.DEBUG, "$logName: brightness ${hsb.brightness}")
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logger.log(Level.DEBUG, "$logName: saturation ${hsb.saturation} >= ${Config.shortGrass.saturationThreshold}, using texture color")
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@@ -60,6 +60,6 @@ object AsyncGrassDiscovery : ConfigurableModelDiscovery<GrassInfo>() {
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fun init() {
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GrassRegistry.registries.add(this)
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AsyncSpriteProviderManager.providers.add(this)
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BetterFoliage.blockSprites.providers.add(this)
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}
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}
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