- 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
- 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
- New Loader class in charge of loading and compiling everything
- ShaderSources now only loads sources
- ShaderSources is immutable now
- Resolver singleton in charge of managing name resolutions
- ProgramSpecs go through Resolver
- WorldShaderPipeline no longer needs reference to ShaderSources
- Reorganize everything
- Isolate SourceFile related things
- Should consider decoupling ShaderLoader from resource loading
- Document a lot of newer things
- Index functions
- Awkward WorldContext builder
- Template responsible for providing shader inputs
- Template is now an abstract class
- Template provides GLSL version
- ProgramSpecs now only accept one file
- 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
- 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
- SBB contraption rendering is done through Flywheel's RenderLayerEvent
- Fix instanced tile rendering on contraptions and in ponder worlds
- Bump flywheel version
- Some package-info.javas
- Update more usage of glActiveTexture to the enum wrapper
- Fix superglue rendering in the solid layer
- Fix issue caused by states with different textures on contraptions
- Bump flywheel version
- 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)
- Fix fluid rendering in JEI scenes
- Add more separate options to SuperByteBuffer
- Fix copper backtank diffuse when worn
- Fix enchantment glint on custom rendered items; Closes#1846
- Changed blueprint entity and item rendering to be more Optifine friendly (?)
- Punching blueprints now clears the slot before breaking it
- Fix a dist issue with KTEs
- Added recipe for blueprint
- Fix saw and portable storage/fluid interface diffuse lighting
- Remove "disableDiffuseTransform" option from SuperByteBuffer
- Switch argument order in RenderedContraption constructor to be consistent with superclass (ContraptionWorldHolder)
- Refactor AllContainerTypes to use Registrate
- Replace RegistryEntry in AllEntityTypes and AllFluids with EntityEntry and FluidEntry, respectively
- Make AllEntityTypes use Registrate to register entity renderers instead of a separate method
- Refactor AllColorHandlers
- Fix error when a POI block is moved by a contraption
- Rename some static final fields to be upper snake case
- Make static fields in Create and CreateClient final
- Add I prefix to Coordinate interface
- Fix typo (BracketedTileEntityBehaviour#isBacketPresent)
- Make mixins go in alphabetical order
- Make pack.mcmeta use 2 spaces for indents
- Program specs are now loaded from json instead of being defined in code and registered manually.
- Within the json spec, a program can define a list of states.
- A state consists of:
- A "when" clause.
- A list of strings to be #defined.
- A list of extensions to apply at program link time.
- Each frame, the first state whose "when" clause returns true will be used.
- A when clause consists of:
- A state provider defined by a resource location.
- A value to match.
- When the value returned by the provider matches the value defined in the when clause, the when clause is considered to be 'true'.
- There is syntactic sugar for when a provider returns a boolean value.
- This system is in its infancy, and there is plenty of room for improvement.
- All material shaders now use the template system.
- Because of the template system, we can know what attributes a material has, along with how they're formatted.
- All of the *Attribute enums are effectively inlined, as the context they used to provide is no longer needed.
- Create ContraptionMatrices class for better management of matrices during the contraption rendering process
- Fix diffuse lighting when rendering contraptions without Flywheel
- Clean up TileEntityRenderHelper
- Add disableDiffuseTransform to SuperByteBuffer and fix light calculation logic
- Instead, BufferBuilderReader can decode parts of a BufferBuilder.
- BufferedModel and its subclasses are now created directly with a ByteBuffer.
- ContraptionModel renamed to IndexedModel.
- InstancedModel and IndexedModel both now take model formats as arguments.
- All of this allows for better abstraction, composition, and control of models rendered with Flywheel.
- Instead, MaterialSpecs store the information
- RenderMaterials are now generic on InstanceData instead of InstancedModel
- RenderMaterials are directly constructed with and store a MaterialSpec
- Pass contraption world to movement behavior rendering
- Add hybrid lighting option to SuperByteBuffer (takes max of world light and vertex light)
- Create ContraptionWorldHolder for caching contraption worlds for contraptions that are not rendered with Flywheel
- Refactor some parts of contraption rendering