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Remove CustomParticleManager #6079

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@IMS212 IMS212 commented Oct 21, 2024

This was used to fix a Vanilla bug where opaque particles could not show behind translucents. This has been fixed in NeoForge itself.

This has not been fully tested, however it seems to work in both cases it is used.

This was used to fix a Vanilla bug where opaque particles could not show behind translucents. This has been fixed in NeoForge itself.
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This should also reduce the number of draw calls for Immersive Engineering's block entities (since switching between particle types incurs a change in render layers, which flushes the current draw call.) And it will enable better compatibility with Sodium while allowing our optimizations to continue being applied (see #6078.)

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