- Port some things I did in 1.14 which I couldn't do in 1.15 due to breaking changes.
- Fix multi-layer block models not working (1.16 RenderType doesn't override toString the same way anymore)
- Implement multi-layer item rendering.
- Improve CompositeModel submodel data passing.
* Delete RenderHandEvent as RenderSpecificHandEvent can do everything it does and more. Rename RenderSpecificHandEvent to RenderHandEvent as it's now the only hand rendering event.
* Pass MatrixStack and IRenderTypeBuffer into the event whenever they are available. If they're available, that means we're in a batching environment and the modder should not be using the tessellator or other buffers on their own, or they risk "Already building" crashes.
- Fix ForgeHooksClient.fillNormal injecting data to lightmap
- Fix OBJModel not filling lightmap data
- Fix NewModelLoaderTest blockitem not linking with block
Due to the massive rendering changes, certain features, such as emissive item rendering and the forge block rendering/lighting pipeline are currently disabled.
Co-authored-by: David Quintana <gigaherz@gmail.com>
Co-authored-by: tterrag <tterrag1098@gmail.com>
Co-authored-by: Unnoen <theunnoen@gmail.com>
off-thread GUIs in any way shape or form, and we need the main thread to do real work.
Fix forge fading in wrongly.
Signed-off-by: cpw <cpw+github@weeksfamily.ca>
* Some (sadly breaking) improvements to the API, after feedback and concerns provided by users:
- Moved calculation of the translation key to the FluidAttributes constructor, so that builders can be shared between still & flowing sub-fluids.
- Moved biome-based coloring to a dedicated FluidAttributes.Water variant, which is not used by default.
- Added logic to automatically gather fluid textures into the list of textures to bake.
- Patched BucketItem and FlowingFluidBlock to avoid eager access to the fluid objects.
- Added a ForgeFlowingFluid class, as a more user-friendly way to construct a new FlowingFluid.
- Moved forge fluids into FluidAttributes companion object to the vanilla Fluid. By gigaherz
- Redesigned the Fluid API to be closer to the Items API. By King Lemming
Co-authored-by: King Lemming <kinglemming@gmail.com>
you're listening to for these. (The Mod event bus is the only one actively
dispatching events during model loading).
ModelRegistryEvent, ModelBakeEvent, TextureStitchEvent.Pre, TextureStitchEvent.Post, ColourHandlerEvent.Block, ColourHandlerEvent.Item
Signed-off-by: cpw <cpw+github@weeksfamily.ca>