- Fixed Schematicannon clearing blocks outside of a Schematics' bounding box
- Safety check for onBlockPlacedBy with null player
- Deployers with a positioned Schematic as their filter will place blocks accordingly, taking items from the contraption inventory
- Adjusted Brass Tunnels once again to better deal with non-complete item transferrals
- Brass tunnels now always output to their sides first
- Thrown chromatic products are now gravity-less
- Sneaking on Ejectors bypasses them triggering
- Fixed ponder tag item listing
- Ejectors now trigger observers
- Fixed negative bottom pull distance in chutes
- Fixed smart chutes deleting non-stackable items
- Fixed chutes not able to output partial stacks
- Ejectors can now be paused with redstone
- Deferred ejector launches by one tick to 'unground' entities more consistently
- Quark magnets don't crash (already fixed).
- Fix quark magnet leaving behind ghost instances.
- Fix crash with belt lighting after being placed by contraptions.
- Simplify tile add/remove mixins and avoid conflict with Performant.
- Avoid FloatBuffer detour when uploading matrix uniforms.
- InstancedTileRenderer no longer has to clean up.
- Properly let go of tickable instances.
- 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
- 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
- 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
- Fixed basin auto-output not working on stopped belts
- Basin auto-output can now share a space with funnels
- Linear chassis no longer allow sticky sides facing a directly attached linear chassis of the same type
- Added user view mode for editors to hide coordinates
- Ponder now pauses the game in SP
- Ponder elements now use a separate timer and separate partial ticks
- Fixed virtual funnels not flapping
- Fixed ponder buttons having hover highlights when not clickable
- Fixed ponder button mouse hitbox
- Addressed strange render state bleed with identify mode highlighting
- Fix bug causing entities to slip off the far corners of bearing contraptions.
- This was already implemented for BearingLighter.java, now it's promoted to Contraption.java.
- Promote anonymous WrappedWorld in Contraption.java to inner class.
- Fixed Minecart Contraptions started on a powered rail facing in unwanted directions
- Fixed powered rail Cart Assemblers not respecting the solid block rule of powered rails
- Fixed Minecart contraption items not facing away from the player when placed
- Polished every last bit of the belt uvs
- Removed processing recipes from recipe book
- Reorganized items in creative tab
- Tweaked a few model transforms
- Fixed belt uvs
- ponder birbs can now face the cursor
- fix interpolation on ponder birbs
- Fixed log spam when assembling certain blocks (Points of interest) in a contraption
- Fixed content observers not triggering for in-line belt funnels
- Replaced ponderworld particle AT with reflection
- Symmetry Wand now checks for placement permissions
- Lang now uses Locale.ROOT
- Fixed crash using ponder without advanced tooltips enabled
- Added and assigned more ponder tags
- Ponder Scenes for cog, large cog, gearbox, clutch, gearshift, and casings
- Fixed TE model data not queried on schematics and ponder scenes
- 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
- added tags and chapters to the ponder registry
- slightly changed how scenes are registered
- added a back stack to the screen opener and some animations to go along with it
- added a interface for icons drawn into screens
- Defer element removal until just before the model is drawn.
- Use a modified version of ArrayList#removeIf to delete the instances and adjust the keys.
- Removed code duplicates
- Made fluid information more generic and concise
- Made fluid information easier to port
- Fixed potion fluid not overriding its translation key
- (I'm sorry, Steven)
- Added Ponder entries for gantry shafts and carriages
- Added ability to mark lang key prefixes as ignored, leaving out 'dev-only' lang entries from the localization templates
- Gantry Pinion -> Gantry Carriage
- Scenes can now be "re-assembled" by their storyboard while Ponder is opened using shift+refresh
- removed the requirement of editor provided lang keys for text windows
- couple fixes, changes to instructions
- 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