Major things to note:
Class renames: https://gist.github.com/LexManos/44dd211f90f498ad4015279b103dff86
Tile Entities are now packed in the ChunkData packet.
Forge intends to work around this to better support large moded worlds, but for the time being modders should implement the new function carefully and only send what data they need to!
Minecraft's codebase now has annotations, these are directly from Mojang and should be adheared to!
Added support for package-info.java's containing @Nullable information for all MC code base.
Added detection of mods that rely on Java 8 and a graceful error screen.
The nag screen will be shown once a day. It can be disabled by editing the forge.cfg.
However it is HIGHLY recomended that user update to Java 8.
Enables mods to modify raw FOV directly.
Avoids modifier limit from FOVUpdateEvent.
Aware of blocks which are needed for fov change related with materials.
Main things of interest:
* IAnimationStateMachine - state machine for animations; can load
from json.
* AnimationTESR - automatic TESR for animated models.
* AnimationModelBase - same for entities.
* ITimeValue - time-varying value, used to control animation
parameters from code.
* TESRs can now be batched - look at TESR.renderTileEntityFast +
TE.hasFastRenderer.
* RegionRenderCache is not accessible to TESRs and other client-side
logic - MinecraftForgeClient.getRegionRenderCache.
Changes to the Model API - IModelState now works with Optional. Handling of parts of the model is not optional, and coordinate space/result interpretation is up to the caller. IModel doesn't extend IModelPart by default anymore; MapModelState uses composition to achieve previous functionality, IModelPart implementations are disjoint now. Updated perspective handing to the new API, removed IPerspectiveState (MapModelState is now the same thing). Perspective transforms for the default fluid model.
Should replace all ad-hoc quad generation methods in forge, and make IBakedModel -> WorldRenderer data transfer faster. Added IVertexConsumer + helper classes; lighting that works correctly for non-axis-aligned faces using the new infrastructure. Changed smooth lighting algorithm, now it should work correctly for everything.
New block lighter can be disabled in the forge config options.
Entry point: ModelLoaderRegistry
loader interface: ICustomModelLoader
custom model: IModel
ModelLoader is responsible for splicing into vanilla model system.
(you probably don't need to use it directly)
Interop with vanilla models isn't great yet
(vanilla models can't refer to custom ones as parents), will improve in
the future.
Includes loader for B3D models, with animation support
(net.minecraftforge.client.model.b3d).
Blender export plugin with compatible coordinate system:
https://github.com/RainWarrior/B3DExport
OBJ loader is being written, will be included at some point in the
future. For now you can convert OBJ to B3D via blender, or wait.
Some notes:
Almost all int x, int y, int z parameters have been changed to BlockPos class
ForgeDirection has been removed, replaced by net.minecraft.util.EnumFacing.
All FML classes have moved from packet cpw.mods.fml to net.minecraftforge.fml
Fluid Rendering has been disabled for the time being, to be re-evaulated and a test mod created for it.
Minecraft now uses a Model based system for rendering blocks and Items. The intention is to expand the model format to better suit modder's needed once it is evaulated.
As such, The model loaders from Forge have been removed, to be replaced by expanding vanilla's model format.
Metadata has been extracted out in Minecraft to IBlockState, which holds a list of properties instead of magic number metadata. DO NOT listen to the fearmongering, you can do EVERYTHING with block states you could previously with metadata.
Stencil Bits are disabled entirely by for the main Display, Modders must enable and recreate the FrameBuffer if they wish to use Stencil Bits.