TESR should use less CPU when no-op.
onInventoryChange for FZ. Networks without batteries can store up to 1000 AE. Fixed a bug that cause energy to spiral out of control and go infinite. Fixed a crash with storage buses and fluids.
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@@ -28,39 +28,43 @@ public class TESRWrapper extends TileEntitySpecialRenderer
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@Override
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final public void renderTileEntityAt(TileEntity te, double x, double y, double z, float f)
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{
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if ( Math.abs( x ) > MAX_DISTANCE || Math.abs( y ) > MAX_DISTANCE || Math.abs( z ) > MAX_DISTANCE )
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return;
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try
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if ( te instanceof AEBaseTile )
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{
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Block b = te.getBlockType();
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Tessellator tess = Tessellator.instance;
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if ( tess.isDrawing )
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return;
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if ( b instanceof AEBaseBlock && te instanceof AEBaseTile )
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if ( b instanceof AEBaseBlock && ((AEBaseTile) te).requiresTESR() )
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{
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if ( Math.abs( x ) > MAX_DISTANCE || Math.abs( y ) > MAX_DISTANCE || Math.abs( z ) > MAX_DISTANCE )
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return;
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GL11.glPushMatrix();
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GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
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rbinstance.blockAccess = te.worldObj;
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blkRender.renderTile( (AEBaseBlock) b, (AEBaseTile) te, tess, x, y, z, f, rbinstance );
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Tessellator tess = Tessellator.instance;
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if ( tess.isDrawing )
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throw new RuntimeException( "Error durring rendering." );
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return;
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try
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{
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GL11.glPushMatrix();
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GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS );
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rbinstance.blockAccess = te.worldObj;
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blkRender.renderTile( (AEBaseBlock) b, (AEBaseTile) te, tess, x, y, z, f, rbinstance );
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if ( tess.isDrawing )
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throw new RuntimeException( "Error durring rendering." );
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GL11.glPopAttrib();
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GL11.glPopMatrix();
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}
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catch (Throwable t)
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{
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FMLLog.severe( "Hi, Looks like there was a crash while rendering something..." );
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t.printStackTrace();
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FMLLog.severe( "MC will now crash ( probobly )!" );
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throw new RuntimeException( t );
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}
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GL11.glPopAttrib();
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GL11.glPopMatrix();
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}
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}
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catch (Throwable t)
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{
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FMLLog.severe( "Hi, Looks like there was a crash while rendering something..." );
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t.printStackTrace();
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FMLLog.severe( "MC will now crash ( probobly )!" );
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throw new RuntimeException( t );
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}
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}
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}
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