shartte
8142eb90a6
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.
2020-07-17 20:37:07 +02:00
yueh
06735f5c39
Rewrite drive model to support custom cell models ( #4459 )
...
* Rewrite driver model to support custom cell models
Each cell can now register a mapping Item -> ResourceLocation for a
custom cell model. Fallback will always be a 1k item cell.
2020-07-11 23:07:20 +02:00
Sebastian Hartte
eaf2873649
Render all sides of the cell models regardless of cullface.
2020-06-29 22:39:34 +02:00
yueh
deaddb8e82
Updated drive model ( #4432 )
2020-06-25 20:51:34 +02:00
Sebastian Hartte
26bb08ddb5
Post-Rename Formatting Fixes
2020-06-22 13:25:38 +02:00
Sebastian Hartte
b4471b1abb
The Great Renamening of 2020
2020-06-22 13:21:23 +02:00
Sebastian Hartte
c4b5100283
Removal of lots of fixmes.
...
Removed InvTweaks sort order (mod indicates it wont update, suggested replacement cpw sorting mod only sorts by count and reg-id).
Reactivated dissassemble special recipe.
Removed leftovers from cable bus non-tesr tile.
Added JEI facade recipes back in.
Removed superflous datagen for quartz tools.
2020-06-22 02:32:19 +02:00
yueh
fe215f0a91
Code Cleanup
2020-06-19 16:09:06 +02:00
yueh
5225ea426b
pick 97420a31d The big reformat of 2020
2020-06-16 21:45:35 +02:00
Sebastian Hartte
8cc1cab725
Fix lighting of drive model when rotated (being opaque).
2020-06-16 20:55:41 +02:00
Sebastian Hartte
d50dcc31fa
Working on drive design.
...
Several particle crash fixes.
2020-06-15 22:20:29 +02:00
Eutro
65482357f7
Meteor world gen ( #4409 )
...
Start doing meteor world gen things
2020-06-12 11:36:45 +02:00
Sebastian Hartte
bd16641638
Fixed formation planes.
2020-06-10 00:25:44 +02:00
Sebastian Hartte
b2afa0398c
More Rendering fixes
2020-06-08 18:36:03 +02:00
Sebastian Hartte
679ea1c332
UVLightMap loader now works again (needs another pass).
2020-06-07 18:58:31 +02:00
Sebastian Hartte
e2c62f0e27
Fixed seeds, materials and other things
2020-06-07 17:30:43 +02:00
Sebastian Hartte
1c7a28c606
More Rendering Fixes
2020-06-07 15:57:07 +02:00
Sebastian Hartte
ff042a394b
All GUI compile errors fixed, switched to excludes over includes in gradle build and lots, LOTS of more fixes.
2020-06-06 21:16:05 +02:00
Sebastian Hartte
476c310de6
Fixed Auto Rotating Model (reverted to old code for now, fix later)
2020-06-05 14:23:28 +02:00
Sebastian Hartte
d0b8a5f33f
Working on Inscriber TESR
2020-06-05 00:58:11 +02:00
Sebastian Hartte
6eb2a9504a
Fix client-side init code (checked for thread groups instead of dist).
...
More sky compass fixes.
2020-06-03 18:49:22 +02:00
Sebastian Hartte
1e2e34ac54
Auto Rotating Model
2020-06-03 13:19:11 +02:00
Sebastian Hartte
36eb8c807e
Orientation Fixes when Placing Blocks with Tile Entities
...
Sky Compass Rendering (no rotation yet)
2020-06-03 01:19:18 +02:00
covers1624
3f5c299d09
More compile things
2020-06-02 15:12:30 +09:30
covers1624
d32dbfd3c8
Some models and render stuff compiles
2020-06-02 11:59:29 +09:30
Sebastian Hartte
423aaf0762
Reactivated UV offset and commented what fixed missing sides.
...
Added missing item models.
2020-06-01 13:18:36 +02:00
Sebastian Hartte
adfc2577ed
Connected Glass
2020-06-01 13:13:18 +02:00
Sebastian Hartte
5cdeff01be
Custom Model Loader
2020-06-01 04:02:37 +02:00
Sebastian Hartte
077ff17078
More stuff ingame and showing up.
2020-06-01 01:01:32 +02:00
yueh
16d6d55d7f
1.15 port
2020-05-18 14:02:45 +02:00
yueh
e21c59b326
Fixes #3146 : Prevent crash when GlassState is missing. ( #3758 )
2018-10-04 19:33:10 +02:00
yueh
a2091d10fe
Code cleanup
...
Added missing this, annotations, etc.
2018-08-30 20:33:08 +02:00
yueh
66c365d11f
Code Formatting
2018-08-30 20:31:27 +02:00
yueh
fe4db2eb98
Added a color code to the memory card. ( #3609 )
...
Can be used to encode the stored content as a 4x2 grid of AEColors
Currently used to indicate the P2P frequency.
2018-07-14 19:42:56 +02:00
yueh
829c18e2bb
Make UVLLoader a bit more robust ( #3102 )
...
Catch all parsing exceptions instead of propagating them upwards as
these are meaningless for the actual test.
Renamed uvlMarker to ae2_uvl_marker just in case some other mod uses the
same key.
2017-09-21 20:42:23 +02:00
fscan
52d28fabe3
Use IItemHandler instead of IInventory internally ( #2971 )
...
* Use IItemHandler instead of IInventory internally
2017-07-28 22:04:32 +02:00
yueh
15582fd1df
Always use qualified access for fields and methods
2017-07-20 21:27:22 +02:00
yueh
7de90ed0ae
Finally use Java7 <>
2017-07-20 21:21:45 +02:00
yueh
8ec8babb6a
Organised imports
2017-07-20 21:18:49 +02:00
yueh
621910df91
Format sourcecode
2017-07-20 21:17:10 +02:00
Gunther De Wachter
043f6e9919
Fixed ME Drive not rendering in-world.
2017-07-09 10:10:56 +02:00
Gunther De Wachter
fbcf8c4705
Highly incomplete code. First work on porting to 1.12. Still need to rework a LOT of things.
2017-07-06 01:57:19 +02:00
Gunther De Wachter
890eef1803
Update MCP Mappings to stable_32
...
Some mapping updates are just straight up weird. 20170516 -> isBlockSolid, 20170517 -> causesDownwardCurrent
2017-07-03 06:54:45 +02:00
yueh
ed9e6dd21c
Port to 1.11
2016-12-21 20:38:36 +01:00
yueh
a14cf2204d
Fixes anchor rendering ( #2698 )
...
* Fixes #2680 : Use a shorter cable anchor model when blocked by a facade.
* Fixes #2664 : Prevent anchors from creating intersection.
Replaced the simple List<ResourceLocation> for the static models with a
new container also indicating a solid part, which can be used to prevent
the creation of an intersection.
2016-12-14 22:37:10 +01:00
Sebastian Hartte
c2b5a58dd2
Fixes #2532 : Work around bug in Forge lighting pipeline and UnpackedBakedQuad.
2016-10-30 13:15:42 +01:00
Sebastian Hartte
59544993bd
This reverts back to the old way of extending the vertex format with the necessary vertex element for lightmap data, if fullbright quads are enabled. Instead of then enabling the extended vertex format for Optifine, it is disabled if Optifine is detected.
...
Since the root cause is actually that the Vanilla lighting pipeline doesn't support such Vertex Formats, we disable it also if the Forge lighting pipeline is disabled.
This also relates to #2489 .
2016-10-27 20:05:18 +02:00
Sebastian Hartte
23f8497dea
Fixes #2498 : Corrected color of biometric card with hash = 0 and correctly delegate the perspective aware transformations to the base model. In addition, don't allocate an empty cache for all cached models.
2016-10-24 23:11:08 +02:00
Sebastian Hartte
6cdcd8ccc9
Trying to fix #2489 : Always use the BLOCK VertexFormat for fullbright quads, and try to disable diffuse lighting for them.
2016-10-18 23:06:54 +02:00
Sebastian Hartte
877f87afe4
Fixes #2414 : Sky Compass not respecting placement face.
2016-10-15 13:13:19 +02:00