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feat(TU25): add new render layer for water so some semi transparent objects don't cull water
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@@ -810,7 +810,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
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if( ( globalChunkFlags[pClipChunk->globalIdx] & emptyFlag ) == emptyFlag ) continue; // Check that this particular layer isn't empty
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// List can be calculated directly from the chunk's global idex
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int list = pClipChunk->globalIdx * 2 + layer;
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int list = pClipChunk->globalIdx * 3 + layer;
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list += chunkLists;
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if(RenderManager.CBuffCall(list, first))
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