feat(render): 修复残影并增加聊天头像显示 - #164
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gaoyu06 merged 10 commits intoJul 31, 2026
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Serendisand
marked this pull request as draft
July 31, 2026 10:07
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修复一下bug |
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July 31, 2026 13:21
Serendisand
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July 31, 2026 13:25
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July 31, 2026 13:26
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close #166 |
聊天头像改为只使用原版皮肤管理器(tab list / 世界实体)已有的纹理, 删除整条 Mojang API 拉取链路:网络 I/O、DynamicTexture 生命周期、 CountDownLatch 跨线程等待与并发限流状态全部移除。 顺带根除:线程池拒绝策略只打日志不抛异常,导致 activeRequests 计数 永久泄漏、两次拒绝后 Mojang 兜底整局失效。 发送者识别: - 新增 ClickEvent 预检,优先从 /msg|/tell|/w 的 suggest/run command 中提取发送者,这是比文本启发式高一个量级的置信度信号 - 删除 3 字符最长公共子串模糊匹配,它会把 "Party > Notch" 匹配到 在线的 Party_Manager - 修正无分隔符系统消息的匹配方向:有分隔符取最右(跳过 [Guild] Rank 前缀),无分隔符取最左(否则 "Bob was slain by Alice" 会选中 Alice) - 词边界判定改为 Unicode 感知,避免 CJK 昵称紧贴正文时误判 - 剥离其他聊天 mod 添加的 [12:34] 时间戳前缀 渲染修复: - 点击命中:offset 属于未缩放空间,须在除以 chatScale 之前减掉, 否则聊天缩放 != 1 时点不中链接 - 聊天背景右边界同步内缩,否则面板比设定的聊天宽度更宽 - 换行行映射表改为 FIFO 淘汰,整表清空会抹掉在屏行的头像 - MotionBlur 去掉 glPushAttrib/glPopAttrib,改为通过 GlStateManager 推回状态;裸 popAttrib 会让驱动状态倒退到缓存背后,使后续 enableBlend()/color() 被当作命中缓存而跳过 - UFontRenderer.trimString 不再对文本做 NameProtect 过滤,其返回 长度被 TextField 当作原始串的索引使用 - 高密度字体路径的阴影偏移补齐为 actualDensityScale,此前传半值, 逆缩放后回落到 0.5px,正是像素对齐改动要消除的偏移 Co-Authored-By: Claude <noreply@anthropic.com>
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Review 结果与后续修复对本 PR 做了一轮多角度审查,发现的问题已在 已修复聊天头像识别
渲染
遗留项(建议另开 PR)HUD blur 的 stencil mask 几何不通用。
正解是让组件自己声明背景形状,让 mask 与实绘共用同一份几何,而不是由 mask 侧猜测。这需要改动所有组件,适合单独一个 PR。 补充PR 描述只覆盖了渲染修复部分,没有提到 671 行的 另:审查中曾就 🤖 Generated with Claude Code |
This was referenced Jul 31, 2026
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变更内容
修复 Nametags 关闭时仍会拦截原版 nametag 渲染的问题
LevelTag.using开启时取消原版renderLivingLabel修复 Nametags 文字阴影/残影异常
ResourceLocation优化 HUD blur 渲染逻辑
修复 MotionBlur 旧模式可能污染后续渲染状态的问题
try/finally保证异常情况下也能恢复 GL 状态优化事件总线派发性能
Method.invoke替换为MethodHandle