- LightVolumes now can act as a light cache with configurable size
- More GridAlignedBB changes
- Remove ILightUpdateListeners
- Simplify pulley rendering using LightVolume
- Better system for moving objects that want to receive light updates
- LightProvider interface to better abstract light lookups
- All light listeners use GridAlignedBBs
- More utility in GridAlignedBB
- Crafters no longer display item sprites vertically flipped
- Crafters now arrange overlapping items less randomly
- Chromatic Compound can now absorb light emitting blocks from belts & depots
- Mechanical Harvesters can now be used to gather Leaves
- Mechanical Harvesters can now be used to gather Weeping and Twisting Vines
- Fixed JEI integration of Basin recipes with multiple and/or stochastic outputs
- Fixed idle blaze burners sending packets every tick
- Fixed placement indicator rendering behind the crosshair
- Added an Event allowing additional tileentitybehaviour objects to be attached to STEs from outside
- added an event to add custom deploying recipes for addons(that partly need more data and therefore can't use the existing deploying recipe json format)
- made deploying recipe scanning cancelable by event
- added a safety check to tile entity behaviours to prevent concurrent modification exceptions when loading old worlds (0.2 time, dev 0.3)
- MateralManager, MaterialGroup, and InstanceMaterial are all interfaces
- Separate (T)EI facing API from implementation
- Comment out debug log in ModelPool
- Call ContraptionRenderDispatcher#invalidate, at some point during a tick, and the structure will be reset.
- Move contraption compartment to SBBContraptionManager
- Contraption compartment uses custom pair with better hash function instead of apache commons pair
- Call ContraptionRenderDispatcher#invalidate, at some point during a tick, and the structure will be reset.
- Move contraption compartment to SBBContraptionManager
- Contraption compartment uses custom pair with better hash function instead of apache commons pair
- Redo shader loading
- Now loads an immutable SourceFile containing some metadata
- Replace legacy compilation pipeline with improved new one using new api
- Builtins are defined in one file, now "header"
- New ErrorReporter/ErrorBuilder methods
- Fancier shader loading errors
- Fixed Chutes pulling from inventories causing major framerate drops
- Fixed Chutes sending update packets when idling
- Added a max range for filter slot rendering of blocks
- Synced TEs are no longer able to cause side-effects by calling sendData on the Render Thread
- More conventional naming for fields of ContraptionMatrices
- Encapsulate fields in ContraptionMatrices
- Move creation to RenderLayerEvent
- De-clutter RenderedContraption#beginFrame
- Bump flywheel version
- Fixed ammo-specific fire damage not dropping cooked drops from killed entities
- Fixed Schematicannons not visually aiming toward current block trajectory
- Fixed placed Schematics using smaller boundaries than the original
- Added the option to enable/disable placing air blocks with instant creative schematic printing
- Added safety check for Missing/Migrated filter attributes #2065
- Added safety check for Crushing wheels near unloaded blocks
- Added safety check for instant printing an invalid Schematic
+ Added create:sandpaper to AllRecipeTypes and datagen.
~ Changed hardcoded list of sandpaper items to Tag.
This would enable me to include the Diamond Grit Sandpaper from CC&A in the deployer recipe. Node: There might be more applications for this tag.
- Make PonderRegistry use a ThreadLocal current namespace
- Add synchronized blocks to some methods that modify maps or lists
- Move some non-thread safe method calls to the event.enqueueWork
lambdas
- Buffered models directly consume IModels
- Document IModel more
- Move contraption world render spoofing to flywheel
- Miscellaneous new RenderMaths
- Added WorldModel, renders many blocks given a world instance
- Fix broken transparency on contraptions when using Flywheel
- Different subclasses for flywheel rendering and sbb rendering
- Select which to use on renderer reload, gather context, and when create buffers are invalidated