Fixes matrix frame not having a model (the block is transparent though).
Don't register an item model for the invalid part anymore.
Make variant registration for items more explicit.
This fixes#5
- Refactored boostrap code:
* Completely reworked item/block/tile registration.
* Fixed server side startup.
* Fixed server side startup.
* More documentation.
* More heavy cleanup
* More cleanups.
* Major refactoring of state mapping and fixes a lot of other issue related to item rendering.
* Fixes sky chest item models (no item TESR).
* Only use CachingRotatingBakedModel for tile entities automatically.
Fix default rotation of quartz pillar for item model.
* Used method reference instead of lambda for ItemMeshDefinition for multiparts.
* Removed unnecessary IHasSpecialItemModel
* Removed unused IconReg class.
* Updated resource pack version.
- Added cables & parts rendering.
- Facades got a completely new way of rendering. Anvil facades are
totally a thing.
- Added baking pipeline for simplified, highly configurable quad baking.
NOTE: Yes, there are a lot of improvements to do, bugs to fix, stuff to
add. I'm just pushing it prior to code structure change, so it does not
get lost in stashes. But it actually works!
Changed naming convention. All AE blocks, items and TEs were affected.
Most of assets were transfered, but some sill need help. Localizations
will be transfered in a separate commit.
Closes#46.
Fixes another crash bug where during UVLModelLoader loading, it tried to apply tint but couldn't, because no block was available.
Also fixes a bug where the quad tint wasn't propagated and tinting didn't work.
* Added a way to register a custom ItemMeshDefinition for items, including registration of custom variants.
* Moved color handling for paint balls into the paint ball class and implemented the correct model selection logic for displaying the items.
- Compile error fixes (blame @biggles2206). Fixes#53.
- UVLModelLoader is now cross compatible with vanilla (vanilla can use
uvl parents who have vanilla parents).
- Due to it, now using uvlMarker instead of .uvl.
- General code reformatting and cleanup.
-Fixed chests rendering in inventory (kinda).
-Fixed stairs rendering.
From now on, all blocks with multiple states MUST have item model.
Example stair provided (though with incorrect textures).
Relates to #9.
Removed duplicated crafting things. For some odd reasons they were using
different blocks and meta at the same time. Probably somebody forgot to
do something while porting 1.7.10 -> 1.8 ;) .
Kinda relates to #9.
-Externalized FacingToRotation.
-BlockLightDetector now uses tile based rotations.
-Added TESR methods and TESRs for chests. Can't get it to work in
inventory.
-Fixed rotation bugs involving culling and lighting. Now rotating culled
faces and normals too. Closes#21.
Relates to #9, #10 and #20.
Implemented automatic rotation for all tile blocks. You can still use
facing properties in model files, if you want to.
Also, some added some fixes and improvements.
Enabled block states ignoring. File with same name as block state, but
with .ignore.json extension. Although it's json extension, it is NOT IN
JSON FORMAT!!! Each line is name of property to ignore. Refers to #10.
Implemented passing of rotations to models. Removed unused unlisted
properties. Included dummy grinder model. Found bugs that have to be
fixed.
Referencing #10.
Last (?) update pass. AE2 can be launched and used (?) in game.
Rendering system changed again and again - rendering is NOT working, to
be rewritten and CAN be done a lot simpler.
Second update pass which fixes all compile errors. Some parts may have
aftermath effect, hence why 3rd pass will check those maked with
"aftermath".
Errors: 82 -> 0. Mod can be launched.
This is first update pass, which is mainly import reorganization, name
fixes, etc... Although some parts of second were done where changes
aren't important.
Errors: ~1400 -> 82.
Just `onTunnelNetworkChange` with tickable is apparently less exhaustive, and less stable. This now avoids issues with network splits and reconnects not being handled in some cases. Also simplified reconnection; there was some duplicate logic in there, with a missing validity check which potentially led to invalid connections.
This is loosely based on #2032 and should prevent any duplicated event,
but still does a refresh the whole cache due to potentially issues with
some inventories.
It also ensures that storage buses will not announce a CellArrayUpdate
before they are fully initialized, thus no longer causing them to return
null during an update.
Fixes#2403
Using LogManager instead of FMLRelaunchLog to access the logger instance.
Added logging of the name of failed exports instead of exception.
Improved crafting log to include issuer including their location and the
requested item.
Removed superfluous FMLRelaunchLog instance.
Removed superfluous parameters for PlayerData constructor.
Reduces the visibility of all fields to private and create setters/getters
when necessary. Exceptions are fields with GuiSync as these need to be
public.
Reduces the visibility of internal methods to private/protected/default when possible.
Removes the split collection as in some rare corner cases the insertion
order is important to maintain the correct data in terms of self cleaning.
Keeps the general cleanups and split of Fluid/ItemList.
Fixes#1964
ModVersionFetcher will now return a MissingVersion in case of an exception
instead of letting it propagate upwards.
Also added a generic try/catch to the VersionChecker itself, just in case
any unchecked exception might be triggered inside the thread and at least
not logged correctly.
Mostly used for the recipe system, but can also be used for debugging purposes. Debug options needs to be ticked to use the full information gain. Recipes only require the normal localization and the specific name plus metadata.
Shifted the recipes into a recipes folder where the CSV will also reside. This will also elevate the copying of the readme to the user directory since it can reside in the recipes folder.
Fixed a bug where the copier would copy the would also copy empty folders
Splitted the ItemList and MeaningfulIterator into an item and fluid
version.
Added an IdentityHashMap as additional item layer to the ItemList for a
faster access.
Refactored FluidList, findFuzzy will now return the same fluid instead of
an empty collection.
The export bus will now no longer speed up, if more than 1 of the last
crafting requests failed and slow down, if more then 5 failed.
Some code cleanup and moved the custom iterator into the helper package
as it is clearly related to the craftingtracker and not the export bus.
Prioritized inventories are not longer used twice for storing leftover
items and thus finally reporting twice the amount of storable items when
they are the only possible option to store something.
Also fixes import buses now respecting the amount of storable items inside
the network instead of trying to place the exported items back and failing
on any restricted inventory, potentially voiding the overflow.
Fixes#1892
The recipes are now structured into multipe subfolder and split into more
distinct files, so the names are more appropriate and are better at
hinting which items the actually contain.
It also extends the RecipeResourceCopier to now handle the folder
recursively and extract all subdirectories and their files.
"import=" is currently requiring a relative path to the root directory
of the recipes. This would require a larger rewrite/refactoring, thus it
is kept for now until a potentially later changer.
This reverts splitting the oredict entries into their own directory and
moves them back into the recipes folder, as it currently is causing a
couple of issues like not being able to resolve the aliases or is not
working indev. But to keep it seperate it is now its own recipe file.
Fixes#1791
Reverts #1635
This should no longer keep a reference to a World around and potentially
keep them loaded.
Also added a finalize() to CompassRegion to ensure the file is closed on a
GC.
Some cleanup regarding member order, final, etc