Commit Graph

42 Commits

Author SHA1 Message Date
JozsefA
f6518d5c5d insane amounts of refactoring
surprisingly it all still works the same, but better
maybe still some more cleanup to do
2021-01-22 11:28:39 -08:00
JozsefA
03205c277b move render package up one level 2021-01-13 12:15:48 -08:00
JozsefA
a56d08b78e a bunch of refactoring to make things easier later
it's not any more stable but belts render on contraptions
rotating things almost do
actually fix a bunch of memory leaks
2021-01-11 00:29:02 -08:00
JozsefA
0b3615b50e time for some organization pt I 2021-01-07 14:57:10 -08:00
JozsefA
102e392ab4 merge experimental rendering from 1.16 to 1.15 part II 2021-01-05 10:58:31 +01:00
JozsefA
7d43bb056a merge experimental rendering from 1.16 to 1.15 2021-01-05 10:56:47 +01:00
simibubi
9a7886f406 Backwards for Progress
- Rebuilt the entire fluid propagation and transfer system with a new approach
2020-12-09 16:05:52 +01:00
simibubi
8ff98dc3fb Fluid Delivery
- Fluid Tanks and Creative Fluid Tanks now form a combined fluid inventory on contraptions
- Added the Portable Fluid Interface
- Fixed tanks placed with nbt not clamping their contained fluids
- Item Storage information on Contraptions no longer get sent to the client
- Combined fluid storage synchronizes to the client and applies new contents to the corresponding mounted TE renderers
- Fixed motion of dripping potion particles from fluid pipe flow indication
- Portable Storage interfaces now interrupt their connection when receiving redstone power
2020-11-25 18:54:59 +01:00
simibubi
5abfc15e9e Destroyer of Lakes
- Added the hose pulley
- Added creative tanks
- Fixed sails not getting consumed when placed against each other
- Items can now be inserted onto belts regardless of it moving or not
- Fixed item duplication on stopped belts
- Refactored fluid block rendering in JEI
- Reworked model of the schematic table
2020-10-30 02:16:08 +01:00
simibubi
b14664d45f Windmill is Bearing is Clockwork
- Fixed Mechanical Press animation de-sync between server and client
- The press no longer requires a redstone signal to activate on in-world items
- Fixed spouts and basin trying to create potion buckets
- The Mechanical bearing can no longer generate force from wind
- Added the windmill bearing
- Windmill bearings can be configured to rotate counter-clockwise
- Added Sail Frames and Sails
- Sails can by dyed in-world
- Sails negate fall damage
- Sails attach themselves to blocks and do not require a sticky surface or chassis
- Clockwork bearings can now be configured to switch minute and hour hand aswell as use a 24 hour cycle
- Fixed tunnels with windows occluding block faces directly behind them
- Fixed item model of the mechanical saw
2020-10-22 00:50:17 +02:00
Colman Davenport
a28b6bbdc3 Overhaul mechanical saw rendering
- Saws no longer use "RUNNING" blockstate
- Sawblade animates based on input speed
- Saws properly stop animating when inactive
2020-10-12 23:25:35 -04:00
simibubi
6e285e2f8b Valves and Valve handles
- Added a straight pipe variant to cut flows using rotational input
- Added a slower more precise variant of the hand crank
- Basins now render their contained fluids
2020-09-25 17:22:16 +02:00
simibubi
d9d5e60606 Workstation transfer, Part I
- Intermediate changes, probably doesn't even compile
2020-09-24 13:39:12 +02:00
simibubi
f58a7c8482 Fun with funnels
- Reworked funnel assets
- Andesite funnels can now be controlled via redstone input
- Re-introduced creative mounted storage
2020-09-14 21:10:38 +02:00
simibubi
230a6cf848 Sploosh
- Added the Spout
- Added Safety check to the drain cap rendering condition
Highly unstable
2020-08-28 22:45:27 +02:00
simibubi
e52765cce0 Encased and Windowed Pipes
- Added encased and non-opaque versions of the fluid pipe.
- Added new generic te behaviour across pipe blocks for their rims/attachment models
- Pipes and pumps now render a little drain cap when connected to a fluid inventory
2020-08-25 20:12:33 +02:00
simibubi
7e167f3b29 Couple things, Part I
- Added Foundation and POC of minecart couplings and carriage contraptions. highly unstable
2020-08-05 22:10:05 +02:00
simibubi
80406e8782 Cleanup crew
- More refactors and enhancements to the blaze burner
2020-07-23 17:41:15 +02:00
simibubi
217138255e Tanks, Obama
- Reworked fluid tanks to incorporate new assets and functionality
2020-07-19 00:22:14 +02:00
a44ef1733b Merge branch 'heatedMixer' into mc1.15/dev 2020-07-12 14:54:03 +02:00
12595490c7 Heater functionality:
- Heated Mixing: Mixing can now require the player to heat the basin (with either the usual fan heaters for a heat level of 1 or the blaze heater for higher heat levels)
- Made mixing brass ingots from copper and zinc ingots require heating (as example)
- added the blaze heater to valid fan heaters
- added TE renderer for fan heater to display a blaze head always facing the player
- added fueling of blaze heater with furnace fuel (onUse event, not with inventory to challenge the automation. To be discussed.)

todo:
- add heat requirement display to JEI
- better item model for blaze heater
- new special fuel for higher heat levels
- fan stoking
2020-07-12 13:13:43 +02:00
simibubi
a0ff70a1bb Not enough polish
- Reworked belt assets and renderer once again
2020-07-12 02:05:29 +02:00
simibubi
8d056d082a Brass Tunnel connectivity and filtering
- Brass tunnels now visually connect for upcoming splitter functionality
- Added a tileentity behaviour that allows separate filtering for each face
- Added filtering to brass tunnels
2020-07-08 22:24:33 +02:00
simibubi
f820e2be27 Mechanical Arm Implementation
- The arm blockitem can now be used to select inputs & outputs
- Arms now transfer items between inputs and outputs
- Arm support for Belts, Depots and Funnels
- Some safety checks in net code
- Minor refactor to NBTHelper
2020-07-01 22:02:00 +02:00
simibubi
5411bc3565 Dangle Flap Reflappified
- Belt funnels now render with animated flaps
- Extracting funnels can now be given a stack size
- Filtering now supports setting the extraction count for empty filter slots (wildcard)
2020-06-28 18:16:46 +02:00
simibubi
769e585e53 Logistical Mockups Part II
- Added mockups for:
  - Packager
  - Chutes & Chute interfaces
  - Least's Reality Funnel (tm)
2020-06-20 16:10:07 +02:00
simibubi
cc6efa5aa2 Logistical Mockups Part I
- Added blockstates and TER for the Mechanical Arm
- Mechanical Arms will start a Grab Rave at random intervals
2020-06-16 12:54:24 +02:00
simibubi
dc1ccb6741 TankState
- Added blockstates and dynamic models for the fluid tank
- "Copper Pipe" -> "Fluid Pipe"
- BlockPartials are no longer an enum
2020-06-15 19:14:03 +02:00
simibubi
0a9816504b PumpState
- Added blockstates, models and TE rendering for mechanical pumps
- Removed unused pipe textures
- Removed hasStaticPart in IWrenchable as it became obsolete in 1.15
- Bumped version
2020-06-15 02:25:33 +02:00
simibubi
20de324b72 PipeState
- Implemented dynamic models and blockstates of copper pipes
2020-06-14 22:24:46 +02:00
simibubi
daee93dc48 Stone variant recipes
- Setup automated recipes for stone palette blocks and their stairs/slabs/etc
- Fixed datagen putting air blocks as drops for attached logistical blocks
- Fixed recipes and lang entries using outdated registry names
- Fixed kinetic blocks appearing twice in the main creative tab
2020-05-31 19:17:00 +02:00
simibubi
f9fc00855a Reversed Simi's reverse-rendering
- Fixed all TERs that had their transformations backwards
- Fixed contraptions not rendering tileentities when not near world origin
- Fixed Schematic table crashing on upload
- Made more kinetic blocks non-opaque
2020-05-25 23:09:36 +02:00
simibubi
785c79786d Get registrated, Part II
- Set up datagen and registrate chains for all remaining blocks
2020-05-22 20:02:07 +02:00
simibubi
8ab9118de2 Get registrated
- Set up datagen and registrate chains for all remaining blocks from the contraptions section
2020-05-21 00:15:02 +02:00
simibubi
9c96ee8bb8 Removed Symmetry Particles from block registry
- Fixed fluid rendering in fan recipe JEI
- Made symmetry mirror models partials instead of blockstates
- Ported symmetry wand GUI Screen
2020-05-18 15:51:24 +02:00
tterrag
1e0711fa95 1.15 port checkpoint: kinetic rendering mostly complete 2020-04-04 21:54:24 -04:00
simibubi
ca86273f5f Millstone cont'd
- Overstressed components now show a tooltip, unless disabled in config
- JEI compat for millstone recipes
- Crushing Wheels now require mechanical crafting in order to be assembled
- Millstones now drop contents when broken
- Players can manually collect millstone outputs via right-click
- Fixed millstone removing ingredients before looking up a recipe
- Gauges no longer require a block to sit on (QOL)
2020-03-27 17:52:05 +01:00
simibubi
c3f781b762 The Millstone
- Added Millstone
- Added Milling recipe type
- Crushing wheels can apply milling recipes
- Added a command for clearing the buffer cache
- Any cog-containing machine can now connect to large cogwheels
- Added French localization by Kiro
- Removed unused lang entries
2020-03-26 23:03:56 +01:00
simibubi
b1a0f25f4b Clockwork Bearing and Rope Pulley
- Stationary Contraption Entities no longer sync positions like normal entities
- Flimsy attempts at making linear contraption movement smoother, especially at differing tick speeds between server and client
- Added slot covers for the Mechanical Crafter
- Added the Clockwork Bearing
- Added the Rope Pulley
- Server speed no longer tries to sync when game is paused
- Fixed crash when moving block breakers are loaded in while stalled
- Fixed Cuckoo Clock's angle interpolation when tps is low
2020-02-15 18:54:23 +01:00
simibubi
378a1566e4 The Cuckoo Clock
- Added the Cuckoo Clock
- Hand cranks now hold on to their cooldown state on world reload, fixes #79
2020-02-05 23:34:23 +01:00
simibubi
6ea0dbd6ab Added Flywheels and Furnace Engines
- Flywheels and Engines form a powerful rotation source multiblock
- Furnace engines only activate when attached to a running furnace
2020-02-05 12:36:22 +01:00
simibubi
aacc52d84a Refactored animated block partials
- Moved all block partials used only for rendering out of the registry
- Refactored model registry hooks and custom block model handling
- Added a safety layer for all tile entity renderers, addresses #76
- Overstressed indicator no longer shows when the kinetic source changes
- Fixed framed glass rendering glass textures inbetween blocks
- Fixed blockzapper adding itself twice to the item group
- Fixed basing not spawning particles properly
- Updated Forge
- Reworked Schematicannon model
2020-02-04 14:48:21 +01:00