Fix Duplicated Revive HUD Rendering on NeoForge 26.2 - #212
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Summary
Fixes duplicated PlayerRevive HUD rendering on NeoForge 26.2 by changing the GUI render event used by
ReviveEventClient.Previously, the revive HUD was rendered using
RenderGuiLayerEvent.Post. Because this event is fired after individual GUI layers, the PlayerRevive HUD could be rendered multiple times during the same frame.This resulted in duplicated on-screen revive information while bleeding, including the revive progress, time remaining, give-up prompt, and self-revive prompt when self-revive was enabled.
Changing the handler to
RenderGuiEvent.Postmoves the PlayerRevive HUD rendering to the post-GUI event, preventing the revive overlay from being rendered multiple times per frame.Change
Changed:
to:
and changed:
to:
No revive mechanics, configuration values, self-revive behavior, revive progress, or bleeding logic were otherwise changed.
Testing
Tested on NeoForge 26.2 in the modpack where the duplicated rendering was originally reproduced.
Runtime testing:
Scope
The fix only changes the NeoForge GUI event used to render the existing PlayerRevive HUD.
It does not modify the revive system itself, self-revive mechanics, configuration values, or gameplay behavior. The change is limited to preventing the existing HUD rendering code from being invoked multiple times during GUI rendering.