- Move source set bundling/common source set sharing logic into
transitiveSourceSets and make it more flexible
- Remove commonProject field from platform extension
- Assume group/version are behind properties in subproject.init
- Force each subproject to manually specify their base archive name
- Don't generate mod/api artifact ids, just write them out by hand
- Remove DependentProject
- Loom gets angry when a mod* dependency doesn't immediately exist so
use a regular runtime dependency with the devlibs jar
- Strangely, the include dependency is just fine with the remap jar
- Move outgoing remapJar/jar configuration generation to JarTaskSet
- Don't actually need evaluationDependsOn
- Fix test mod id
- Replace outgoing jars by directly consuming classes/resources from
common
- Add vanillin logo
- Move subproject plugin logic to an extension so it can be configured
- Rename "mod_" properties to "flywheel_"
- Move common vanillin stuffs to a "vanillin" sourceset
- Add vanillinForge and vanillinFabric subprojects
- Mostly do gradling from scratch
- Export remap jars from platform projects to `include` in vanillin
projects
- Allow materials to specify the cardinal lighting mode
- Hard-code the cardinal lighting mode to be one of 3
- Off
- Chunk
- Entity (default)
- This gives artists some control over how they want their models to
appear in-game. Kryppers in particular noticed lighting discrepancies
between a flywheel model and a block model
- Remove "useLightDirections" config, command, and uniform
- Remove "diffuse" flag from Material
- Replace ModelUtil.VANILLA_RENDERER with the actual vanilla renderer
- Inline it and remove the static field
- Remove the BlockRenderDispatcher parameter from all BakedModelBufferer
functions
- Remove FlwLibLink#createVanillaBlockRenderDispatcher
- Add debug flag to disable frame/tick plan execution
- Should help debugging cases where a visual constructor produces a
visual in an invalid state like the weeping shulker bug
- BackendManager.defaultBackend now dynamically computes the result every time it is invoked
- Forge backend config value now uses a supplier to provide the default backend
- Fix Fabric backend config being saved to "flw_backends" but loaded from "flw_backend"
- Add light storage debug view courtesy of effect visuals
- Yellow boxes are filled in sections
- Red/green/blue bars represent the LUT
- Cyan boxes are the "wasted space" in the LUT. Freely representable
sections that are simply not filled in
- Clean up VertexWriter to closer match BufferBuilder
- Clean up MeshEmitter on Fabric/NeoForge and remove BufferBuilderAccessor
- Remove model data and model data lookup parameters in NeoForge model builders; use IBlockGetterExtension#getModelData instead
- Fix artifact Minecraft version
* Automated testing
* Testing testing
- Use 2 spaces for indents yaml
- Move setupTestMod to PlatformExtension
- Allow specifying the sourceSet for the testMod artifact
- Rename things to camelCase
- Use rootCompile from transitiveSourceSets for the testMod source sets
- Use a blanket remapTestModJar task in the gh actions build
* Fail slowly
- We want to know the results of both tests regardless
* Add workflow dispatch
* Shoes should be steel toed, dangerous stuff
* Update build.yml
* fix modid
* Update FlywheelTestModClient.java
* add debug logging
* fix syntax issues
* fix issues
* Update build.yml
* Add debug logging
* more logging
* get testmod from correct dir
* switch to env var
* Why wait?
- Immediately audit on client tick
* DidObfuscate
- Fix RenderSystemMixin on fabric
- setShaderFogShape's arguments need to be remapped, but the name of the
function should not be. Fortunately mixin allows matching by function
name alone
* Clever commit title
- Change the Fabric mod ID to match Forge
- Move "Flywheel Test Mod" to static
- Cleanup start/stop messages
- Use the client start event on Fabric
---------
Co-authored-by: Jozufozu <jozsefaug@gmail.com>
* Backport changes from 1.21.1
* fix
* Fix building
* fix compile error
* fix
* fix build for real
* address reviews
* Fix sodium compat
* address requested changes
* mark rubidium as incompatible
* add missed call
* Should have worn steel toe boots
- Add "stub" sourceset to each subproject
- Directly pass vararg sourcesets to methods in PlatformExtension to
avoid automatically shipping jars with the api stubs
- We may have to include stubs in setupLoomMod, but I don't think so
- A lot of this can be stripped back out if we don't need stub sources
for the forge/fabric subprojects
* Guarded stubs
- Add Sodium 0.6 and Iris API stubs to stubs source set and remove Gradle dependencies on local Sodium jar, Iris, and Oculus
- Ensure usage of APIs that may not exist at runtime is in private classes and access is always guarded
- Change ShadersModHandler
- Rename to ShadersModHelper
- Convert methods to check for Iris' and Optifine's presence into static final fields
- Move implementation to impl source set in form of IrisCompat and OptifineCompat classes
- Rename CompatMods to CompatMod and add public field to access mod ID
- Set BlockEntityType's Sodium predicate to null after it is removed
- Update repository links
- Remove local libs repository
---------
Co-authored-by: Jozufozu <jozsefaug@gmail.com>
Co-authored-by: PepperCode1 <44146161+PepperCode1@users.noreply.github.com>
- Use vanilla light directions for diffuse lighting
- Copy mc's glsl code for it, but assume directions are normalized
- Add command/config to toggle use of light directions vs chunk accurate
diffuse
- Always use shade in getItemMaterial
- Do not reload resource packs when updating light smoothness config,
we don't need to anymore with lazy compilation
- Remove ModelHolder and ModelCache
- Remove lib/util.FlwUtil
- Remove lib/util.Pair and replace usages with com.mojang.datafixers.util.Pair
- Remove lib/util.Unit and replace usages with net.minecraft.util.Unit
- Make ResourceReloadHolder and ResourceReloadCache final and move to util
- Clean up code in backend/glsl
- Move LightSmoothnessArgument to impl
- Remove LoweringVisitor
- Move functionality of four main static methods in LoweringVisitor to new ModelTrees class
- Return ModelTree directly
- Accept Material instead of TextureAtlasSprite for efficiency, so visuals don't need to look up the sprite to get the ModelTree
- Use ResourceReloadCache for MeshTree.CACHE
- Add ModelTree
- Add LoweringVisitor to traverse a MeshTree and emit ModelTree nodes
and Models
- Provide some default visitor creation methods
- Abstract ModelCache -> ResourceReloadCache
- Abstract ModelHolder -> ResourceReloadHolder
- Add ModelTreeCache to hide lookup cost if it gets extreme
- Add MeshTree and InstanceTree
- Deprecate ModelPartConverter for removal
- Refactor ChestVisual to use InstanceTree
- Combine double chest light in ChestVisual
- Bump arch loom and gradle versions
- Do not set default refmap name
- Enable legacy mixin ap in loom
- Individually add sourcesets to looms refmap stuffs