- Separate instance vertex shaders and instance cull shaders into
different files with separate getters in InstanceType
- Remove all occurrences of Names and Files inner classes
- 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
- renderCrumblingInstances accepts a list.
- Implement crumbling for InstancingEngine.
- It's ugly.
- Track what draw calls belong with what instancers.
- DrawCalls lazily create a second VAO for one-off rendering.
- Bind instance vbo with offset to scratch VAO to emulate a draw with
baseInstance.
- Ignore discard predicate in crumbling context.
- SimpleContext takes a Consumer to set sampler bindings.
- Fix debugCrumbling command.
- Compile shaders against all contexts.
Side note: not sure if Context is the right place for crumbling. It
feels like it should be a material, but I don't know how that would
work.
- Add VisualizationManager and VisualManager API
- Simplify and fix memory leaks in model utilities
- Pass partialTick directly to visuals and remove AnimationTickHolder
- Fix LevelAttached and FlwTaskExecutor not being thread-safe
- Reorganize and rename many things
- Remove unnecessary things