- 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
- Check for errors immediately after loading shaders
- Done through FileResolution
- Add class SourceChecks to
- Throw away GatherContextEvent, do everything on client init
- Unify FileResolution and Resolver, PartialModel style
- Pass around error reporter to detect errors during load
- Overhaul shader pipeline
- Remove VertexType#getShaderHeader in favor of vertex-only "layout
shaders"
- Remove program specs in favor of vertex-only "instance shaders"
- Add API GLSL headers for vertex and fragment shaders that store
common values
- Separate context shaders into vertex and fragment shader files
- Improve import handling
- Ensure imports are not added more than once
- Change regex for import directives to be more in line with C-style
directives
- Move some classes and GLSL files
- Respect fog shape and type
- Add uFogShape uniform
- Add macro for current FogType
- Respect dimension constant ambient light when calculating diffuse
- Add uConstantAmbientLight uniform
- Redirect diffuse calculation to FLWDiffuse
- Do not automatically include diffuse.glsl
- Fill CoreShaderInfoMap with info for vanilla and Forge core shaders
- Use try-with-resources when querying ResourceManager
- Move WorldProgram uniform uploading from bind to uploadUniforms
- Use correct layer when rendering bells (cutout -> solid)
- Update Starlight
- Remove OnlyIn annotations
- Replace JSR305 Nullable and Nonnull with Jetbrains Nullable and
NotNull
- Fix indentation in flywheel.mixins.json
- Organize imports
- GlCompat now a singleton, doesn't need to be re-created
- Fix crash with F3 open and backend off
- Clear program spec map before loading
- Merge FlywheelClient and Flywheel classes
- StructTypes no longer need to be registered
- Move backend.source to core.source
- Move GameStateRegistry to core
- Backend is static again
- Loader maintains state internally
- 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
- 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
- More documentation/clean up some old docs
- isFirstLoad check on GatherContextEvent
- Instancers no longer crash on empty model
- setIdentity on MatrixTransformStack
- more utilities for TransformStack
- ModelData "nullification"
- New Loader class in charge of loading and compiling everything
- ShaderSources now only loads sources
- ShaderSources is immutable now
- Resolver singleton in charge of managing name resolutions
- ProgramSpecs go through Resolver
- WorldShaderPipeline no longer needs reference to ShaderSources