- Make new config fields final
- Do not add item cooldown if cooldown is less than or equal to 0
- Tweak rotation math for depots and billboard potato projectiles
- Refactor custom rendered items; The renderer now creates the model
instead of the other way around
- Only tick wrench cog rotation and linked controller renderer if client
is not paused
- Move all model swapping code from CreateClient to ModelSwapper
- Register client resource reload listener before initial resource
reload
- Use TextureStitchEvent.Post event instead of resource reload listener
for filling sprites of SpriteShiftEntries
- Reuse Random instance in PartialItemModelRenderer
- Make all config fields final
- Merge package foundation.renderState into foundation.render
- Move BreakProgressHook from package foundation to foundation.block
- Rename ResourceReloadHandler to ClientResourceReloadListener
- Rename ProperDirectionalBlock to WrenchableDirectionalBlock
- Stockpile Switches can now be used with Fluid Tanks
- Content Observers can now be used with Fluid Containers and Fluid Pipes
- Fixed Pumps not updating pressure when reversed
- Remove NbtPacket and add safe packets for configuring symmetry wand
and worldshaper separately
- Expand internal functionality of AllTags and use optional tags in most
cases
- Datagen tags forge:stone, forge:wg_stone, and forge:buckets/honey
- Fix attribute filter screen being shifted by one pixel
- Add translations for "fluid_container" and "renamed" item attributes
- Remove Create namespace restriction in CTSpriteShifter
- Add method to register ponder chapter lang
- Clean up palette block code; Closes#386
- Clean up tag code
- Use Create.asResource in as many places as possible
- Organize imports
- MateralManager, MaterialGroup, and InstanceMaterial are all interfaces
- Separate (T)EI facing API from implementation
- Comment out debug log in ModelPool
- 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
- 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
- Fixed crash when simultaneously converting and destroying a Peculiar Bell (#2008)
- Fixed Stockpile Switch not updating its signal when the inventory it's watching is moved (#1980)
- Fixed Potato Cannon projectiles being able to move players in creative mode (#1950)
- Fixed Lectern Controller not rendering buttons when being used by a different player
- Move material stuff to its own package
- The various render functions in the material tree now bind to specific render layers
- Instancers can choose which layer to use
- The layers are SOLID, CUTOUT, and TRANSPARENT
- More layers are likely unnecessary, but we'll see
- Deprecate functions in MaterialManager in favor of more builderesque ones using MaterialGroups
- Catching up with Flywheel
- Remove MatrixStacker in favor of Flywheel's TransformStack (thread safety too)
- Mechanical Arms remember their targets when placed by Schematicannon (for real this time)
- Mechanical Arms will now rotate/mirror their targets when rotated/mirrored in a schematic or contraption
- Fixed blocks not updating their neighbors when being assembled into a contraption
- Fixed Stockpile Switch not updating its redstone output when its signal is inverted
- Reduced lag caused by many active nearby soul particles
- The Wither's shield is now immune to potato projectiles
- Fixed potato projectile potion effect weirdness
- Golden Apple potato projectiles can now cure Zombie Villagers
- Potato Recovery will no longer drop Golden Apples that successfully hit an entity
- When a Lectern Controller that a player is using is broken, they are no longer prevented from using any other Lectern Controllers
- Fixed weirdness when activating a Lectern Controller while holding another Linked Controller
- Brass tunnels now show a goggle tooltip of contained items within their group
- Right-clicking brass tunnels now retrieves all contained items from their group
- Added new Potato Cannon projectile types and tweaked values of existing types
- Potato projectiles can now catch fire and ignite entities like arrows
- Made splitting potato projectiles more consistent
- Lectern Controller can now be pick-blocked in creative and be placed by Schematicannon
- Fixed Schematicannon treating schematics with a single block in them as empty
- Soul base particles now also disappear early if their location gets lit
- Renamed Cursed Bell to Haunted Bell