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…sizing - Add EntityRenderState caching to prevent visual reloading on menu open - Cache render states with proper scale (1.0F) to avoid double scaling - Fix slimes and magma cubes by setting size to 1 (smallest variant) - Disable AI and animations for consistent static rendering - Create fresh entities each time to avoid state corruption - Maintain caching benefits while fixing size and animation issues This eliminates the visual bug where mobs would initially load on default skeletons and gradually load correct models, taking up to 10 seconds for long lists of unlocked mobs in creative mode.
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I'm going to try to fix this later today. May just redo the whole caching system entirely because the current implementation has been nearly impossible to fix. |
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Okay, I've completely refactored the caching and put the code in my fork in the optimize_menu branch. Currently it's all working perfectly but it still requires the user to wait for loading the very first time the menu is opened. Before making a PR I will attempt to make this caching happen even earlier so all menu opens require 0 waiting for the user |
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YO! I got it all working pretty nicely now. Loading is very quick (1-2) seconds for first menu open, instant after that. #109 has the code, merging into optimize_menu branch |
Menu entity caching refactored and improved
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This contains all menu optimizations by @FugLong. However, since there is still one error (cited below), the changes are still part of this PR. I hope to implement it as soon as possible.