- FileResolution was implemented to support a two-pass
preprocessor/compiler.
- The new architecture no longer needs its functionality.
- It doesn't make sense to have implementors individually apply the
"checks" to ensure their components are sound.
- The component checking code
- Remove FileResolution, replace all references with ResourceLocation
- Small refactor to UniformBuffer to put everything into one UBO
- Remove BlockEntityRenderDispatcherAccessor
- Rename component resource location getters for consistency
- Small cleanups here and there
- Consolidate SourceChecks to SourceChecks.java for future use
- Do not wrap BeginFrameEvent and RenderStageEvent with GL restore state
- Move GL state restoration into InstancingEngine
- Remove BufferUploaderMixin
- Add binding enum values to GlBufferType
- Remove debugNormals config
- Rename some occurrences of "world" to "level"
- Free all DrawBuffers on renderer reload
- Add flw.debugMemorySafety flag to detect leaked untracked MemoryBlocks
- Replace VertexListProviderRegistry with static methods in
VertexListProvider and a VertexFormatMixin
- Make the DrawBuffer constructor accept a VertexFormat instead of a
RenderType
- Merge TStack into TransformStack
- Move all duck interfaces/extensions to extension package
- Make mixin style more consistent
- Specialize MeshPool for the indirect engine
- Temporarily force the engine to be indirect
- Fix compilation issues with test shaders
- VertexAttribute supports DSA
- Fix Miniball issues in dev-env
- VertexList implements PointSet for use with Miniball
- Meshes store their bounding spheres
- Add hook/system property to load renderdoc on client launch
- StructTypes provide separate StorageBufferWriter for indirect
- Initial work on uniform buffer registry
- Setup skeleton for ComponentRegistry
- InstancingEngine is no longer generic about the program
- ProgramCompiler considers ContextShaders as input
- Support weak file resolutions
- Temporary GLSL version bump to ease UniformProvider growing pains
- Centralize component shaders to Components
- Add RenderStage enum for better control over when a Material should be
rendered
- Add getRenderStage method to Material
- Replace RenderLayerEvent with RenderStageEvent
- Pass more information to RenderContext including camera and projection
matrix
- Pass RenderContext instead of Camera to all beginFrame-related methods
- Remove RenderContext.CURRENT
- Remove FrustumMixin and CameraMixin
- Remove default BasicModelSupplier constructor
- Convert Material to interface and create SimpleMaterial implementation
- Move API instancer classes to instancer package
- Organize imports
- Re-implement batching under new api topology
- Lots of duplicated code between instancing and batching, room for abstraction
- StructTypes now require their type argument to extend InstancedPart
- Fix crash when re-allocating drawbuffers
- Disable crumbling pending refactor
- Separate RenderDispatcher#beginFrame from RenderDispatcher#maintainOriginCoordinate
- Inline OriginShiftListener
- Refactor InstancedRenderDispatcher hooks
- Fix and improve crumbling rendering
- Rename Batched to BatchedStructType and Instanced to
InstancedStructType
- Normalize flw_vertexNormal in context/common.vert
- Add TODO and FIXME comments
- Remove OnlyIn annotations
- Replace JSR305 Nullable and Nonnull with Jetbrains Nullable and
NotNull
- Fix indentation in flywheel.mixins.json
- Organize imports
- Fix entitiesForRendering redirect to be compatible with carpet.
- Use more reflection for dealing with optifine
- Fixes issue where flywheel would still be on immediately after enabling optifine shaders
- 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
- 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
- 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
- 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