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4 changes: 2 additions & 2 deletions gradle.properties
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ maven.group = com.thecsdev

# Mod properties
mod.id = tcdcommons
mod.version = 5.5.5
mod.version = 5.5.6
mod.name = TCDCommons API
mod.description = TheCSDev's personal Minecraft modding library.
mod.author = TheCSDev
Expand Down Expand Up @@ -39,7 +39,7 @@ fabric.api_version = 0.144.0+26.1
fabric.json.depends.java = >=25
fabric.json.depends.minecraft = ~26.1
fabric.json.depends.fabricloader = >=0.18.5
fabric.json.depends.fabric-api = >=0.144.0
fabric.json.depends.fabric-api = *

# Neo-Forge properties
neoforge.version = 26.1.0.7-beta
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,20 +2,20 @@

import com.mojang.blaze3d.platform.NativeImage;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Redirect;

import java.nio.ByteBuffer;

/**
* This {@link Mixin}'s sole purpose is to put image byte data loading up to
* LWJGL's digression, rather than having the game enforce PNG. And on another note,
* the game even fails to validate PNG properly most the time anyways, so this
* is kind of more of a bug fix in a way.
*/
@Mixin(value = NativeImage.class)
@Mixin(value = NativeImage.class, priority = -1000)
public abstract class MixinNativeImage
{
//come to think of it, this mixin is not needed anymore unlike before 5.X.
//should external image loading ever be needed in the future, this mixin
//will return. for now, it is best it not interfere with other mods.
/*
@Redirect(
method = "read(Lcom/mojang/blaze3d/platform/NativeImage$Format;Ljava/nio/ByteBuffer;)Lcom/mojang/blaze3d/platform/NativeImage;",
at = @At(
Expand All @@ -25,4 +25,5 @@ public abstract class MixinNativeImage
require = 0
)
private static void skipPngValidation(ByteBuffer buffer) {}
}
*/
}
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