* Update JEI integration and add potion fluids to the ingredient list
This also resolves a minor issue where all virtual fluids were considered "flowing".
Fixes https://github.com/mezz/JustEnoughItems/issues/3754
* Fixed JEI potion fluids registered without Bottle tag
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Co-authored-by: goshante <admin@drulia.ru>
- Add package entity visual
- Add packager visual
- Don't render the box model in the visual because it relies on item
transforms
- Bump flywheel build
- Upgrade to some of the newer Affine functions where applicable
- Bump flywheel and catnip builds
- Fix compile errors caused by upstream refactors
- Unintentionally fixes some lighting issues when the forge pipeline is
enabled
- Update catnip (Fixes doubled models in ponder)
- Add burn time for cardboard blocks
- Remove train colour scroll input when no map mods are present
- Fixed desyncs when picking up packages at the player reach limit
- Fixed stock keeper search results not comparing names in lowercase
- Fixed packages leaving encased chutes 'dying' through suffocation
- Fixed categories not collapsing on click when invalid filters are present
- Fix contraption visuals not actually being invalidated, motivated by
getting carriage contraption visuals to go through portals correctly
- Fix bogey visuals initially appearing with incorrect transforms
- Fix contraption visuals initially appearing lerp'd between the origin
and their actual pos
- Use max of mesh/instance light in instance shaders
- Bump flywheel version to fix contraption self lighting
- Remove BeltInstance
- Belt visuals now use ScrollInstance
- Improve ScrollInstance setters to work well with belts
- Simultaneously simplify belt visual and make it more complicated
- Deduplicate setup code
- Inline speed calculation and all random constants that were stored
in the visual. Those are cheap enough that we can just re-calculate
as necessary to save on the memory cost
- Move magic constants to statics
- Make instances final
- Using new debug tool, fix all visuals that initialize their instances
at the render origin
- Update ArmVisual and SteamEngineVisual to use instance hiding
- Update SchematicannonVisual, SteamEngineVisual, and ToolBoxVisual to
avoid re-calculating animations when nothing is happening
- Use RecyclingPoseStacks in ArmVisual and CarriageContraptionVisual
- Bump flywheel version
- Implement ElevatorPulleyVisual
- Makes good use of recycling and instance hiding
- Fixes issue where the elevator belt cannot be seen at the bottom of
very tall elevators
- Add offset field to scroll instance to support the elevator belt's CPU
driven animation
- Use shader light for the elevator belt to simplify tracking. Might be
better off copying what the other pulleys do, but this achieves the
effect quite well.
- Bump flywheel version
- This may not be worth it, but it definitely looks better
- Switch to flat shader lighting for curved track segments
- Fixes dark track segments when clipped into hills
- Bump flywheel version
- Fixed stock ticker returning payments client side
- Fixed package sneak right click voiding items
- Fixed factory gauge not using an item when added to a block space
- Halved cost of conveyor chain connections, added a chain recipe using zinc
- Made stock keeper screen more resistant to issues with low tps and latency
- Item hatch deposits held item before inventory
- Fixed funnels not able to extract when any entity is nearby, even glue
- Cardboard box no longer renders in first person mode
- Fixed stock keeper not telling item durability
- Pulp recipe is now more generous
- Fixed server startup issue with new bogey registration
- Fully emptied stacks in stock keeper view will show as empty slots
- Bump flywheel version
- Fix rope pulleys being invisible
- Use an InstanceRecycler in AbstractPulleyVisual
- Remove Select, Group, and ConditionalInstance
- Fix track visuals not appearing when first placed
- Fix blaze burner's heads appearing at 0,0,0 until you look at them
- Bump flywheel version to fix crash when breaking blocks