- Swich to tabs. (not everything is tabs yet)
- Refactor light and color attributes to their own Enum.
- Quaternion/pivot/position attribute shader.
- Always update an instance when the WorldRenderer checks if it should rerender a block.
- Simplify some names.
- Remove generics in InstanceData classes.
- Deployer Tiles now use the oriented material.
- Press heads now correctly orient themselves.
- ModelData buffers things faster and is simpler.
- Move it to the constructor.
- An instance is now discarded and recreated if TileEntityInstance#shouldReset return true.
- Mark a bunch of stuff final.
- 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
- 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
- Promoted actor instance creation to the ActorInstance class.
- Drills and Harvesters' rotational speed is based on their movement speed with Flywheel on.
- Deployers now use Flywheel.
- Fix funnels not rendering filter slot items
- Ponder scenes for the Deployer, Harvester and Plough
- Fixed uvs on Deployer model
- Ploughs can now harvest snow layers
- 'Backstepping' is now a button
- Added little labels for hovered buttons at the bottom
- Moved ponder/transition-specific logic out of the generic screen class
- Fixed TEs not ticking properly when wrap-around-skipping to a keyframe
- Added a block restoration instruction
- Scenes for the Saw
- runData catching up
- User no longer has to manually add instances, new hook instead.
- Use registrate for InstanceFactories.
- Instanced levers.
- Instanced hand cranks.
- Reorganize PhysicalFloat and LerpedFloat.
- Scenes for chassis, super glue, stickers and redstone contact
- Added a warning when players try to use experimental rendering while shaders are active
- Fixed idle instruction only idling for t-1
- Made keyframe skipping a little easier
- Added option to register keyframes as part of a text window builder
- PonderUI now stalls the scene briefly after skips