- Add Model.boundingSphere()
- Fix MaterialRenderState not setting up polygon offset correctly
- Fix GlslSwitch using incorrect indentation for first and last line
- Tweak how instanced crumbling works
- Add CutoutShaders.ONE_TENTH
- Rename Contexts.WORLD to DEFAULT
- Rename Material.baseTexture() to texture
- Rename Transparency.LIGHTING to LIGHTNING
- Rename WriteMask.BOTH to COLOR_DEPTH
- Rename SimpleModel to SingleMeshModel and add new SimpleModel that
stores an arbitrary amount of meshes
- Remove flywheel:flywheel/api/* files and assume appropriate symbols
are automatically defined
- Rename many GLSL variables, functions, and constants
- Reorganize GLSL files
- Add NonExtendable annotation to some API classes
- Rename some Java classes, methods, fields, and variables
- Add generic ResourceLocation Index in ShaderIndices.
- Add FogShader and CutoutShader API.
- Implement existing fog/cutout configurations as separate shaders.
- Simplify pipeline shaders to accommodate for new api.
- Separate fog and cutout ubershader components.
- This was much easier than I anticipated, seems we finally have a
usable compiler/shader stitcher.
- Pass fog and cutout IDs to ubershader via a 2x16 packed uint.
- Remove discardPredicate and fogFilter from default material shader.
- Pipeline shaders now implement all currently used material properties.
- Rename flw_initVertex/flw_initFragment to flw_begin*.
- Rename flw_contextVertex/flw_contextFragment to flw_end*.
- Bind the diffuse texture by hand instead of calling bindActive.
- Add cutout property to materials that need it.