- Ponder scenes for depot, chute and smart chute
- Fixed saws and drains ejecting items when mounted funnel is backstuffed
- Fixed extracting funnels allowing items to be inserted by arms and belt input
- Vanilla items in ponder tags are marked purple instead of red
- Vertical funnels now block chutes
- Large cogs can no longer be placed right next to crafters or millstones
- Mechanical Arms now stall targeted belt items
- Ponder Scenes have misplaced icons
- placement helper arrows don't render
- Particles in ponders *should* work
-> added WrappedClientWorld to make that work
- fixed ponder crashingon 1.16
- moved gui stuff to matrix stacks
- remove BlockHalper#hasBlockStateProperty, as BlockState#contains is a thing
- ran runData
- Shaders can now reference other files with #flwinclude <"...">.
- Shaders are now located in assets/flywheel/shaders.
- Include paths are namespaced (a la ResourceLocation) and relative to the flywheel shaders root folder.
- Optimized glsl rotations using quaternions (when applicable) and vectorized matrix construction.
- Vectorize diffuse lighting calculations.
- Micro optimization in SmartTileEntity.java
- User no longer has to manually add instances, new hook instead.
- Use registrate for InstanceFactories.
- Instanced levers.
- Instanced hand cranks.
- Reorganize PhysicalFloat and LerpedFloat.
- Instead of sending the entire tile entity (and maybe even chunk), send just what we need to.
- Avoids unnecessary chunk rebuilds when flaps flap.
- Beginning of a larger process to replace calls to SyncedTileEntity#sendData
- Finished ponder entries about funnels
- Smart TEs can now enter "virtual mode" to run both client and server code (support for it needs individual adjustment)
- Removed obsolete quads from the andesite funnels' model
- Not enough ponder instructions
- Fixed upright belt items in ponder UI
- Ponder scenes can now be paused and analysed, viewing tooltips for targeted blocks in the scene
- During editing, identify mode can be used to move targeted positions to the clipboard
- Ponder-compatible components can be pondered about in identify mode
- Auto-Organize inputs
- runData after lang PRs
- change runWhenOn to non-deprecated unsafeRunWhenOn, now that late forge version is required
- Address a few warnings
- Added smart chutes
- Reworked non-mounted funnels to be consistent will all other funnel configurations
- Non-mounted funnels no longer occupy a full block length
- Non-mounted funnels can now insert and extract ground items
- Vertical funnels can no longer transfer between inventories
- Redstone links can now be placed onto any non-empty space
- Mechanical arms no longer arbitrarily wait between operations unless targets are overflowing
- Gave indicators on funnels better visibility
- Chutes now display contents in their goggle overlay
- Mechanical Arms and Wrenches can no longer be assigned to filter slots directly
- Encased shafts and gearboxes can now join textures with respective casing blocks
- Added back encased shaft items for creative mode
- Fixed encased shafts able to be created with casing and cogs
- Fixed flapfunnels not taking secondary items off depots
- Funnels can now sit horizontally on saws and drains
- Added a recipe from natural to regular scoria
- Added useful goggle information to chutes
- (0.3.0) Chutes can no longer carry a fan-like air stream
- Fixed chutes overwriting contained items when picking them up from below
- Basins can now push outputs to any open inventory
- Basin output can now be controlled using a wrench
- Added hints when looking at
- Mechanical arms with no targets
- Funnels attempted to be used like 0.2 transposers
- Bearings that require an update to attach to their blocks
- Added some additional feedback when players apply filters
- Spouts now place two blocks above a depot/belt when used
- Basins can no longer be placed directly under a press or mixer
- Fixed prismarine recipe cycles from various mod interactions
- Updated wrench model (Kryppers)
- Funnels on depots and perpendicular to belts use a new model
- Funnels at the end of belts
- no longer have a directional constraint
- can now be extended/retracted manually
- now hold items back at the block boundary
- Extracting Funnels on top of belts can now specify an amount no their filter, taking x items off a nearby stack when possible
- Fixed some issues with belt/funnel interaction
- Items reaching the end of a belt will still be regularly checked by perpendicular funnels in the space
- Contraptions now render blocks in appropriate render layers
- Straight diagonal Chutes now create an intersection when a funnel is directly above them
- Attempted a safety fix to bracket removal from shafts and cogs
- Fixed windmill structures not stalling when their attached network is overstressed
- Added the item drain
- Refactored pulley renderers
- Fixed belt funnel not dropping filters
- Fixed funnel filter slot positioning on upward facing funnels
- Sails can now be sheared
- Fixed the kinetic connectivity of the rotation speed controller
- Valve handles can now by dyed in world
- Seats can now be dyed in world
- Fixed Stockpile Switch emitting redstone power towards its detection target
- Organized Imports
- Fixed server launch issues