- Create ContraptionMatrices class for better management of matrices during the contraption rendering process
- Fix diffuse lighting when rendering contraptions without Flywheel
- Clean up TileEntityRenderHelper
- Add disableDiffuseTransform to SuperByteBuffer and fix light calculation logic
- Instead, BufferBuilderReader can decode parts of a BufferBuilder.
- BufferedModel and its subclasses are now created directly with a ByteBuffer.
- ContraptionModel renamed to IndexedModel.
- InstancedModel and IndexedModel both now take model formats as arguments.
- All of this allows for better abstraction, composition, and control of models rendered with Flywheel.
- Instead, MaterialSpecs store the information
- RenderMaterials are now generic on InstanceData instead of InstancedModel
- RenderMaterials are directly constructed with and store a MaterialSpec
- Pass contraption world to movement behavior rendering
- Add hybrid lighting option to SuperByteBuffer (takes max of world light and vertex light)
- Create ContraptionWorldHolder for caching contraption worlds for contraptions that are not rendered with Flywheel
- Refactor some parts of contraption rendering
Also
- Partially fix incorrect vertex lighting (make sure to not sure Forge's lighting calculator)
- Reorder some lighting to make it more efficient
- Cleanup some things
- Lots of refactoring in the shader loading code.
- Abstract all the different shader source transformations into ProcessingStage.
- An ordered list of ProcessingStages is called a ShaderTransformer.
- When you acquire sources, a Shader now keeps track of the source location, shader type, and source code all together.
- Nothing is properly hooked up yet.
- A single shader file will be able to be compiled with different opengl targets.
- I plan on using this to implement meshlet rendering as an alternate backend-backend that will be used when available.
- It could also be used to enable compatibility with opengl 3.0 or potentially even 2.0.
- Move CreateClient.kineticRenderer to Backend
- InstancedTileRenderers keep track of their own queuedUpdates
- Sort of a listener system for some render events
- Put a lot of the reusable code in a sort of standard library
- Need to evaluate just how much should be lumped in there
- Still need to allow for users to create alternate contexts for the builtins
- Normal world and contraptions are still hardcoded contexts
- Removed the Blockzapper
- Removed the Deforester
- Handheld Worldshaper -> Creative Worldshaper
- Worldshapers now have a "surface" and "cluster" brush type
- Worldshapers now follow the creative colour palette
- Some UI touch-ups for tools
ISimpleReloadListener is a reload listener functional interface meant to
be used when preparation is not needed. All current reload listeners
have been moved to this interface, which allows them to be lambdas and
not have to create a new Object for every reload.
- Increased minimum sound threshold for ambient noise
- Sounds for contraption (dis-)assembly
- Sounds for more wrench interactions
- Hand crank clicks less furiously
- Block breakers now make block breaking noises
- Crafting noises