Added new Cell Rendering to ME Chest (#4464)

Moved cell models to origin 0,0,0.
Implemented a TER to render cell models/LED in the ME chest as they are rendered in the drive.
This commit is contained in:
shartte
2020-07-17 20:37:07 +02:00
committed by GitHub
parent 08abd4a770
commit 8142eb90a6
18 changed files with 427 additions and 397 deletions
@@ -97,6 +97,7 @@ import appeng.client.render.crafting.CraftingMonitorTESR;
import appeng.client.render.crafting.MonitorBakedModel;
import appeng.client.render.model.AutoRotatingBakedModel;
import appeng.client.render.spatial.SpatialPylonRendering;
import appeng.client.render.tesr.ChestTileEntityRenderer;
import appeng.client.render.tesr.CrankTESR;
import appeng.client.render.tesr.DriveLedTileEntityRenderer;
import appeng.client.render.tesr.SkyChestTESR;
@@ -426,7 +427,14 @@ public final class ApiBlocks implements IBlocks {
}).build())
.rendering(new DriveRendering()).build();
this.chest = registry.block("chest", ChestBlock::new).features(AEFeature.STORAGE_CELLS, AEFeature.ME_CHEST)
.tileEntity(registry.tileEntity("chest", ChestTileEntity.class, ChestTileEntity::new).build())
.tileEntity(registry.tileEntity("chest", ChestTileEntity.class, ChestTileEntity::new)
.rendering(new TileEntityRenderingCustomizer<ChestTileEntity>() {
@Override
@OnlyIn(Dist.CLIENT)
public void customize(TileEntityRendering<ChestTileEntity> rendering) {
rendering.tileEntityRenderer(ChestTileEntityRenderer::new);
}
}).build())
.rendering(new ChestRendering()).build();
this.iface = registry.block("interface", InterfaceBlock::new).features(AEFeature.INTERFACE)
.tileEntity(