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Clear stale client-005.tsv rows main already implements
All seventeen missing rows of the client-005 batch said a layer or a renderer is not drawn while main draws it: the shadow radius a baby villager halves, the cape (its gate, its submit and the cape state), the crossed-arms, fox-held, dolphin-held, iron golem flower, copper golem antenna, worn player head and shoulder parrot layers, the deadmau5 ears, the spyglass held to the eye, a happy ghast's ropes and the arrows and stingers stuck in a body.
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+17
-17
@@ -1,4 +1,4 @@
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VillagerRenderer.getShadowRadius missing minor: baby villagers keep the full shadow radius; shadows.rs shadow_params takes no baby flag
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VillagerRenderer.getShadowRadius port crates/horizon-client/src/shadows.rs::mob_shadow_radius a baby villager's radius is halved, as the strider's is
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VillagerRenderer.extractRenderState port crates/horizon-client/src/mobs/villager.rs::anim unhappy head shake read here; gap: player: no held item is read (Horizon villagers carry none)
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WanderingTraderRenderer.extractRenderState port crates/horizon-client/src/mobs/render.rs::render_with the trader's unhappy counter is never ticked in vanilla (only Villager ticks it), so nothing is read
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WardenRenderer.<init> port crates/horizon-client/src/mobs/warden.rs::emissive_layers the four emissive layers: bioluminescent, pulsating spots, tendrils, heart
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@@ -18,33 +18,33 @@ ZombieNautilusRenderer.getTextureLocation port crates/horizon-client/src/mobs/re
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ZombieNautilusRenderer.extractRenderState port crates/horizon-client/src/mobs/render.rs::layers saddle and armour layers
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ZombieVillagerRenderer.extractRenderState port crates/horizon-client/src/mobs/render.rs::shaking converting shake; type and profession are in layers, aggressive arms in anim
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ZombieVillagerRenderer.isShaking port crates/horizon-client/src/mobs/render.rs::shaking converting zombie villagers shake
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BlockDecorationLayer.submit missing player: a block placed on a copper golem's antenna is not drawn; Horizon reads the antenna slot only as the flower
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BlockDecorationLayer.submit port crates/horizon-client/src/game/mob_blocks.rs::Game::antenna_block_geometry the antenna slot's block item with its block_state component applied, under applyBlockOnAntennaTransform
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BreezeEyesLayer.submit port crates/horizon-client/src/mobs/render.rs::layers breeze eyes layer, full bright
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BreezeWindLayer.submit port crates/horizon-client/src/mobs/render.rs::layers gap: player: the wind layer does not scroll (no texture offset, as noted in layers)
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CapeLayer.hasLayer missing player: capes are never drawn; skin cape textures are downloaded (skins.rs) but no draw reads them
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CapeLayer.submit missing player: capes are never drawn (see CapeLayer.hasLayer)
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CapeLayer.hasLayer inline crates/horizon-client/src/game/perspective.rs::Game::player_cape_geometry only a skin with a cape sprite draws one, and never an invisible player
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CapeLayer.submit port crates/horizon-client/src/mobs/render.rs::cape the body posed as the player's, the cape turned by the flap and leans
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CarriedBlockLayer.submit port crates/horizon-client/src/game/mob_blocks.rs::Game::mob_block_geometry the enderman's carried block
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CatCollarLayer.submit port crates/horizon-client/src/mobs/render.rs::layers dyed collar
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CrossedArmsItemLayer.submit missing player: a villager or wandering trader never shows an item in its folded arms (Horizon villagers carry nothing and the villager model has no right_arm for the hand lookup)
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CrossedArmsItemLayer.applyTranslation missing player: no crossed-arms item placement (see CrossedArmsItemLayer.submit)
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CrossedArmsItemLayer.submit inline crates/horizon-client/src/mobs/render.rs::held_item_transform the villager and wandering trader branch: the main hand's item over the folded arms
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CrossedArmsItemLayer.applyTranslation port crates/horizon-client/src/mobs/render.rs::crossed_arms_matrix translateToArms, then the item's placement over the folded arms
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CustomHeadLayer.submit port crates/horizon-client/src/game/mob_blocks.rs::Game::head_item_geometry non-armour head items (carved pumpkins, mob heads, skulls) on players and mobs
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CustomHeadLayer.resolveSkullRenderType missing player: player-head skins on worn heads are never resolved (no worn heads are drawn, see CustomHeadLayer.submit)
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Deadmau5EarsLayer.submit missing minor: only a player named deadmau5 gets ears; the name tag lift for them is missing too
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DolphinCarryingItemLayer.submit missing player: a dolphin carrying an item shows nothing (the dolphin model has no arm bones for the hand lookup)
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CustomHeadLayer.resolveSkullRenderType port crates/horizon-client/src/game/mob_blocks.rs::Game::head_item_geometry a worn player head takes its profile's skin (entityTranslucent), else the skull model's texture
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Deadmau5EarsLayer.submit port crates/horizon-client/src/mobs/render.rs::ears two ears in the player's own skin, for a player named deadmau5
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DolphinCarryingItemLayer.submit inline crates/horizon-client/src/mobs/render.rs::held_item_transform the dolphin branch: the main hand's item at the snout, lifted and pulled in as it pitches
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DrownedOuterLayer.submit port crates/horizon-client/src/mobs/render.rs::layers drowned outer layer, adult and baby
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EnergySwirlLayer.submit port crates/horizon-client/src/mobs/render.rs::energy_swirl charged creeper and powered wither swirl, drawn in render_visible
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EquipmentLayerRenderer.renderLayers port crates/horizon-client/src/game/armor_stands.rs::Game::armor_layers draws all humanoid layers of the equipment asset, including leather overlay
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EquipmentLayerRenderer.getColorForLayer port crates/horizon-client/src/game/armor_stands.rs::Game::armor_layers gap: player: a dyed leather piece is drawn in the undyed brown; the stack's dyed colour is not read
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EquipmentLayerRenderer.TrimTextureKey.createTextureWithNoPalette port crates/horizon-client-render/src/trims.rs::TrimTexture::generate a trim with no palette is used as its own texture
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EyesLayer.submit port crates/horizon-client/src/mobs/render.rs::layers spider, enderman and phantom eyes
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FoxHeldItemLayer.submit missing player: a fox's food in its mouth (berries, fish) is not drawn; the fox model has no arm bones for the hand lookup
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FoxHeldItemLayer.submit inline crates/horizon-client/src/mobs/render.rs::held_item_transform the fox branch: the main hand's item in its mouth, at fox_item_transform
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HorseMarkingLayer.submit port crates/horizon-client/src/mobs/render.rs::layers horse markings layer
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HumanoidArmorLayer.shouldRender port crates/horizon-client/src/mobs/render.rs::humanoid_armor slot read from the item id suffix (_helmet and so on); players use Game::armor_layers
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HumanoidArmorLayer.submit port crates/horizon-client/src/mobs/render.rs::humanoid_armor armour for mobs; players use Game::armor_layers
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HumanoidArmorLayer.renderArmorPiece port crates/horizon-client/src/mobs/render.rs::humanoid_armor one armour piece per slot with its layer model
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HumanoidArmorLayer.getArmorModel port crates/horizon-client/src/mobs/render.rs::humanoid_armor armour model is the body's #helmet, #chestplate, #leggings or #boots part
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IronGolemCrackinessLayer.submit port crates/horizon-client/src/mobs/render.rs::layers crack levels via golem::crackiness
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IronGolemFlowerLayer.submit missing player: an iron golem offering a poppy raises its arm (golem anim) but no poppy is drawn in it
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IronGolemFlowerLayer.submit port crates/horizon-client/src/game/mob_blocks.rs::Game::golem_flower_geometry the poppy in the right arm while the offer tick runs
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ItemInHandLayer.submit port crates/horizon-client/src/game/mob_blocks.rs::Game::held_item_geometry both hands through the item pipeline
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ItemInHandLayer.useBabyOffset port crates/horizon-client/src/mobs/render.rs::hand_base baby hand offset
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LivingEntityEmissiveLayer.submit port crates/horizon-client/src/mobs/render.rs::layers emissive layers drawn full bright; warden alpha is in warden::emissive_layers
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@@ -53,12 +53,12 @@ LlamaDecorLayer.renderEquipment port crates/horizon-client/src/mobs/llama.rs::de
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MushroomCowMushroomLayer.submitMushroomBlock port crates/horizon-client/src/game/mob_blocks.rs::Game::worn_block_geometry mushrooms on an adult mooshroom
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PandaHoldsItemLayer.submit port crates/horizon-client/src/mobs/panda.rs::item_offset item in the mouth of a sitting panda, with the eating bob
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ParrotOnShoulderLayer.submit port crates/horizon-client/src/mobs/render.rs::shoulder_parrot
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ParrotOnShoulderLayer.submitOnShoulder missing player: a parrot on a player's shoulder is not drawn (see ParrotOnShoulderLayer.submit)
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ParrotOnShoulderLayer.submitOnShoulder port crates/horizon-client/src/mobs/render.rs::shoulder_parrot the shoulder's parrot in the ON_SHOULDER pose with the avatar's walk animation, age and head turn
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PlayerItemInHandLayer.submitArmWithItem port crates/horizon-client/src/game/mob_blocks.rs::Game::held_item_geometry gap: player: the spyglass raised to the eye is not drawn (see renderItemHeldToEye)
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PlayerItemInHandLayer.renderItemHeldToEye missing player: another player using a spyglass does not hold it at the eye in third person; Horizon has no held-on-head state
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PlayerItemInHandLayer.renderItemHeldToEye port crates/horizon-client/src/mobs/render.rs::held_to_eye_matrix a spyglass in use, with no swing in progress, held at the eye
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RenderLayer.coloredCutoutModelCopyLayerRender port crates/horizon-client/src/mobs/render.rs::render_visible coloured cutout layers drawn in render_visible
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RenderLayer.renderColoredCutoutModel port crates/horizon-client/src/mobs/render.rs::render_visible coloured cutout layers drawn in render_visible
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RopesLayer.submit missing player: a harnessed happy ghast that holds a leash shows no rope model on its body
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RopesLayer.submit inline crates/horizon-client/src/mobs/render.rs::layers the ropes layer over a harnessed happy ghast that holds a leash
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SheepWoolLayer.submit port crates/horizon-client/src/mobs/render.rs::layers gap: minor: the outline-only pass for an invisible glowing sheep is not drawn
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SheepWoolUndercoatLayer.submit port crates/horizon-client/src/mobs/render.rs::layers gap: player: a sheep named jeb_ gets no undercoat while its wool is white (vanilla always draws it for jeb_)
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SimpleEquipmentLayer.submit port crates/horizon-client/src/mobs/render.rs::layers pig, strider and nautilus saddles and the happy ghast harness
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@@ -66,8 +66,8 @@ SkeletonClothingLayer.submit port crates/horizon-client/src/mobs/render.rs::laye
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SlimeOuterLayer.submit port crates/horizon-client/src/mobs/render.rs::layers translucent outer slime cube
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SnowGolemHeadLayer.submit port crates/horizon-client/src/game/mob_blocks.rs::Game::worn_block_geometry carved pumpkin on the snow golem
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SpinAttackEffectLayer.submit port crates/horizon-client/src/game/perspective.rs::Game::spin_attack_geometry riptide spin model
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StuckInBodyLayer.submitStuckItem missing player: arrows stuck in a player's body are not drawn (Horizon keeps no stuck-arrow count)
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StuckInBodyLayer.submit missing player: arrows stuck in a player's body are not drawn (see submitStuckItem)
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StuckInBodyLayer.submitStuckItem port crates/horizon-client/src/mobs/render.rs::stuck_in_body each arrow or stinger in a random cube of the posed body, ON_SURFACE snapping to a face
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StuckInBodyLayer.submit inline crates/horizon-client/src/game/perspective.rs::Game::stuck_in_body_geometry the arrow and stinger counts, for another player and for the local player
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SulfurCubeInnerLayer.submit port crates/horizon-client/src/mobs/render.rs::layers gap: player: a block swallowed by a sulfur cube is not drawn inside the shell (sulfur_cube::inner returns nothing when the cube has a body)
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TropicalFishPatternLayer.submit port crates/horizon-client/src/mobs/render.rs::layers pattern on the small or large model, tinted
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VillagerProfessionLayer.submit port crates/horizon-client/src/mobs/render.rs::layers type, profession and level layers; hat masks applied in render_visible
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@@ -85,7 +85,7 @@ AvatarRenderer.submitNameDisplay port crates/horizon-client/src/game/names.rs::G
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AvatarRenderer.extractRenderState port crates/horizon-client/src/mobs.rs::Mob::tick_avatar_pose glide count, wings and swim read here; gap: player: arrow and stinger counts, parrots, cape, ears and the spyglass use are not read
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AvatarRenderer.shouldShowName port crates/horizon-client/src/game/names.rs::Game::name_tags name tags for players and named mobs
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AvatarRenderer.extractFlightData port crates/horizon-client/src/mobs/render.rs::base_transform_at glide time drives the tilt; gap: player: the body does not turn toward the flight direction (no flying yaw)
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AvatarRenderer.extractCapeState missing player: capes are never drawn, so the cape flap and lean are never used
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AvatarRenderer.extractCapeState port crates/horizon-client-render/src/camera.rs::AvatarBob::cape the cape flap, lean and lean2 from the cloak lagging behind the body
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AvatarRenderer.renderRightHand port crates/horizon-client/src/game.rs::Game::hand_geometry first-person arm; gap: minor: no 0.1 radian arm tilt or sleeve toggle in hand_geometry
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AvatarRenderer.renderLeftHand port crates/horizon-client/src/game.rs::Game::hand_geometry first-person arm; gap: minor: no 0.1 radian arm tilt or sleeve toggle in hand_geometry
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AvatarRenderer.renderHand port crates/horizon-client/src/game.rs::Game::hand_geometry first-person arm; gap: minor: no 0.1 radian arm tilt or sleeve toggle in hand_geometry
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