- 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!
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.
-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.
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.
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.
Some general refactoring of every monitor including panels and terminals.
Disabled glPushAttrib and glPopAttrib for StorageMonitor as this can be a
performance issue.
Conflicts:
src/main/java/appeng/parts/AEBasePart.java
src/main/java/appeng/parts/reporting/PartConversionMonitor.java
src/main/java/appeng/parts/reporting/PartDarkMonitor.java
src/main/java/appeng/parts/reporting/PartMonitor.java
src/main/java/appeng/parts/reporting/PartPatternTerminal.java
src/main/java/appeng/parts/reporting/PartSemiDarkMonitor.java
src/main/java/appeng/parts/reporting/PartStorageMonitor.java
src/main/java/appeng/parts/reporting/PartTerminal.java
Removes the improper way to set itself into a public static non-final variable.
Removes the direct access to the IntegrationRegistry from AppEng. Will be added at some later point somewhere else for non-singleton access.
Constructor is set to package private to enable possible construction from unit tests. Are current not runnable sind it is currently tied to the FML Loader instance.
Many exceptions got an improvement due to changed class or description or details it is providing.
Is not complete, needs to be done in patches in the regions, where it is needed, since some are just
swallowed.
Removed total usage of pure RuntimeExceptions to 0.
Removes the usage of the old methods, since they were pretty, but not applicable for our use case. The displayed strings are determined by the size of the to be rendered string. Now the algorithm tries to use as much width as possible before trying to trim it down.
Added tests to reflect the changes and expected behaviour. Also using specific interfaces for the corresponding behaviour to shield from potential calls to the underlying enum singleton implementation.