Commit Graph

10 Commits

Author SHA1 Message Date
RainWarrior e833ee81fb Updated various rendering-related patches and classes to 1.8.8; forge still uses vecmath. 2015-11-10 00:03:39 +03:00
cpw 614bbcb0da FML is no more. FML has ceased to be. FML's expired and gone to meet its maker. FML's a stiff! Bereft of life, FML rests in peace. 2015-08-01 23:51:40 -04:00
Lex Manos c608e7c04e Fixes MC-75630 - Exploit with signs and command blocks 2015-05-25 15:28:14 -07:00
RainWarrior 6eba0ebb93 Added model loader registry
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.
2015-01-29 11:33:52 +03:00
RainWarrior 134fbaa1ff Added model bake event (allows mods to insert custom baked models, much like TextureStitchEvent allows to load custom textures), ISmartBlock/ItemModel (ability form models to react to block/item states), Block.getExtendedState, support for unlisted properties in block states. Includes example implementation of http://imgur.com/a/FyyJX 2014-12-04 14:16:30 +03:00
Lex Manos 53659fca06 Initial update to 1.8, Super beta. Most rendering related hooks are out due to major changes in 1.8.
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.
2014-11-26 00:00:54 -08:00
Abastro f590ce8641 Skylight Hooks for Minecraft Forge
Mainly for solar/lunar eclipse.
2014-08-11 15:42:07 +09:00
Travis Watkins e6bbcf6a3d Load chunks asynchronously for players.
When a player triggers a chunk load via walking around or teleporting
there is no need to stop everything and get this chunk on the main thread.
The client is used to having to wait some time for this chunk and the
server doesn't immediately do anything with it except send it to the
player. At the same time chunk loading is the last major source of file IO
that still runs on the main thread.

These two facts make it possible to offload chunks loaded for this reason
to another thread. However, not all parts of chunk loading can happen off
the main thread. For this we use the new AsynchronousExecutor system to
split chunk loading in to three pieces. The first is loading data from
disk, decompressing it, and parsing it in to an NBT structure.  The second
piece is creating entities and tile entities in the chunk and adding them
to the world, this is still done on the main thread. The third piece is
informing everyone who requested a chunk load that the load is finished.
For this we register callbacks and then run them on the main thread once
the previous two stages are finished.

There are still cases where a chunk is needed immediately and these will
still trigger chunk loading entirely on the main thread. The most obvious
case is plugins using the API to request a chunk load. We also must load
the chunk immediately when something in the world tries to access it. In
these cases we ignore any possibly pending or in progress chunk loading
that is happening asynchronously as we will have the chunk loaded by the
time they are finished.

The hope is that overall this system will result in less CPU time and
pauses due to blocking file IO on the main thread thus giving more
consistent performance. Testing so far has shown that this also speeds up
chunk loading client side although some of this is likely to be because
we are sending less chunks at once for the client to process.

Thanks for ammaraskar for help with the implementation of this feature.

This commit is based off the following :

Bukkit/CraftBukkit@b8fc6ab2c1
Bukkit/CraftBukkit@85f5776df2
Bukkit/CraftBukkit@0714971ca2
Bukkit/CraftBukkit@7f49722f45
Bukkit/CraftBukkit@53ad0cf1ab
2014-06-12 16:51:17 -04:00
AbrarSyed 1d2d0ea5cd fixed remaining noop patches and exc derp 2014-03-29 01:52:11 -05:00
AbrarSyed 0e1a1202d8 added .exe file.. fixed a bunch of patches 2014-03-29 01:12:45 -05:00