- Add package entity visual
- Add packager visual
- Don't render the box model in the visual because it relies on item
transforms
- Bump flywheel build
- Upgrade to some of the newer Affine functions where applicable
- Stock link antennas no longer shade
- Chain conveyor casing is now rendered through flywheel
- Tweaks to copper roof connectivity
- Requesters now use the wifi particle when successful
- Fixed package entity yaw being inverted
- Added missing lang entry for train status
- Stock ticker now shows a tooltip when trying to use it without a keeper
- Fixed ornate iron window not connecting textures
- Copper roof item models now use the copper block texture
- Combine water wheel models in visuals between axes
- Add WaterWHeelRenderer.Variant to distinguish between small, large,
and large extension models
- Move WaterWheelModelKey back into WaterWheelRenderer
- Add separate WaterWheelVisual.ModelKey because it needs less data
- Combine encased cog models between axes
- Move MixerVisual to extend SingleAxisRotatingVisual
- Fix chain riding players not animating the hat layer
- Registered new rare packages to show in game
- Players now dismount from chain conveyors if they unequip the wrench
- Packages on belts no longer all face the same direction
- Brass tunnels now try to distribute an item more quickly when it first arrives
- Reduce usage of rotated partial models
- Instead use per-instance rotation to reduce draw calls and memory
usage
- Migrate to RotatingInstance.setup where possible
- Remove SingleRotatingVisual and many hyper-specialized subclasses
- Add OrientedRotatingVisual and SingleAxisRotatingVisual, which accept
a model in the constructor as well as orientation information
- Inline the remnants of SingleRotatingVisual into saw visual because it
has the most complicated orientation rules
- Separate large cogwheel visual from small cog and shaft
- Add partial models for every possible gantry shaft blockstate
- Move RotatingInstance "setup" logic into RotatingInstance itself
- Begin work moving fully to partial models
- Add rotateToFace and rotateTo methods to RotatingInstance
- Port:
- ShaftVisual (pulleys, chain drives, press, etc.)
- Saw
- Hand crank
- Valve handle (now a separate visual)
- Rope pulley
- Flywheel
- Where possible in the above visuals, combine the models from different
axes/facings