- Combine InstanceFactories and FlywheelRendered into
InstancingControllers
- Store these controllers directly in the BlockEntity/Entity type
instead of a map for efficiency
- Redo InstancedRenderRegistry to fit these changes
- Rename all tile to block entity
- Remove all interface I prefixes
- Organize imports
- Bump version to 0.5.1
- Simplify game state system
- Need some way to re-add errors on load.
- Streamline shader compilation, reduce map lookups
- Move pipeline package from backend to core
- Simplify interfaces and remove unnecessary classes
- Drastically lower shader boilerplate for instance materials
- Somewhat lower boilerplate for contexts
- VertexTypes are responsible for shader headers
- Better shader compiler errors (at least on nvidia)
- Simplify template classes
- Begin work on lazy shader compilation
- VAO state is now handled by GlVertexArray objects
- IndexedModel no longer inherits from VBOModel
- BufferedModel doesn't need #clearState
- Likely fixes crash on intel drivers
- Use Flywheel.rl and Flywheel.ID where ever possible
- Rename Flywheel.log to LOGGER
- Don't add namespace to network channel version
- Use counter for packet IDs
- Sort of get the batching engine working for contraptions but this feels wrong
- TaskEngine gets passed in methods
- Better naming for TaskEngines
- Do BufferSource ourselves
- Change BufferBuilderMixin to allow for injection into BufferBuilder objects
- true to false for Pepper
- IBufferedModel -> BufferedModel
- VertexFormat -> BufferLayout
- Use ImmutableList in BufferLayout
- LayoutItem naming consistency
- Try to reduce usage of raw BufferLayouts
- Move vertex interfaces to api package
- #createWriter and #createReader in VertexType
- Some documentation
- Use VirtualEmptyBlockGetter instead of mc.level
- Move getBufferBuilder from BlockModel to ModelUtil
- Add static .is method to VirtualEmptyModelData
- Submit many tasks to executor and then wait for them all to complete.
- Use WaitGroup
- SBB no longer stores params, instead accepts Params arg to render
- SBB keeps scratch variables local
- CPUInstancer keeps track of default params
- Separate #setup and #draw... functions in CPUInstancer
- Combine DirectBufferBuilder#updateAfterWriting with #intoDirectConsumer
- DirectVertexConsumer#split to distribute work
- Transform interface for grouping traits and combined behavior
- Move transforms to params, impl Transform
- Pass Params object to BatchingTransformers instead of SBB
- MappedBuffer no longer abstract
- Mappable interface used within MappedBuffer
- MappedBuffer is mapped before ctor
- No more subclasses, no more thin wrapping overrides
- Use try with resources for buffer mapping
- Better error handling with mapped buffers
- Unimplemented exception as a procrastination method
- MapBufferRange compat layer not needed, missed that
- Don't need MappedFullBuffer anymore
- Add guard for size in GPULightVolume#bind
- LightVolume#getStride not needed
- Replace usaged of GlError#poll with #pollAndThrow
- VecBufferConsumer doesn't need a format
- Move most user facing interfaces to flywheel.api package
- Refactor InstanceData to have no package private classes
- Remove 'I' prefix from many interfaces
- ILightUpdateListener -> LightListener
- IMultiProgram -> ContextAwareProgram
- IFlatLight -> FlatLit
- All materials use the same vertex format: UNLIT_MODEL
- RIP ChunkIter, may you rule over the depths of hell in peace
- Fix memory leak when instance worlds get reset
- Server worlds are not flywheel worlds
- Nothing to do on world load anymore
- An Engine is a MaterialManager and a RenderDispatcher
- Refactor InstanceManager's ctor to use the MaterialManager interface instead of the concrete type
- MaterialManagerImpl -> InstancingEngine
- Add skeleton for BatchingEngine
- Hack in InstanceWorld to switch between the 2
- Rename/move existing MaterialManager impl to new package
- IModels now accept a VertexConsumer
- IRenderState -> RenderType
- AbstractInstancer for dealing with InstanceData tidyness
- Alter crumbling renderer to match new system
- Add hack to keep track of bound atlas textures
- Make StitchedSprite work like PartialModel
- Allow StitchedSprite instances to be created directly
- Allow StitchSprites to be created for any atlas
- Use texture stitch post event instead of lazy computation for filling
StitchedSprites
- Remove legacy method from AngleHelper
- Change artifact name from flywheel to flywheel-forge
- Organize imports
- Now individual components Translate Rotate and Scale
- Internal change to ModelData, store matrices directly
- Implement Translate Rotate and Scale for ModelData
- Implement Translate and Rotate for OrientedData
- Clean usages of ModelData to use new api when possible
- WriteSafe and WriteUnsafe for matrices
- Fix matrix mixins being applied on dedicated server
- Expand PartialModel functionality: add location getter and model
setter
- Remove Loader.getResourceType since selective reloading is deprecated
- Organize imports and mixin order
- Other formatting
- Update Gradle and Forge