* Ported the "one spatial dimension" concept from pre-1.15
* Apply lighting updates after moving chunks.
Mark world data as dirty when changing it.
* Consolidated naming of spatial storage world/dimension.
Use server light manager to update lighting info in chunk.
* Save last transition information,
and add ae2 spatial command to interact with spatial storage.
* Formatting fixes.
* Improved docs for the origin generation.
Inverted condition on when the x/z axis are flipped.
Also added a helper to map a plot to a region file
* Remove TransitionResult since it's only used in lieu of a boolean.
Rework transition to make the checks BEFORE allocating a new cell.
* Removed unused imports.
Co-authored-by: yueh <yueh@users.noreply.github.com>
* Fixes#4575 by updating Forge (ModelRegistryEvent is a modbus event but was misflagged as not being one). And update Forge because their breaking change breaks our mod.
* Update gradle.properties
Co-authored-by: yueh <yueh@users.noreply.github.com>
* Update src/main/resources/META-INF/mods.toml
Co-authored-by: yueh <yueh@users.noreply.github.com>
Co-authored-by: yueh <yueh@users.noreply.github.com>
* Simplified the UV loader concept: We only need it to make quads "unlit" which means that the lighting system is not applied to them. They always render at their full brightness.
* More documentation and slight cleanups.
* Makes formation planes a bit more consistent and less violent.
Items will now have a slower speed when spawning as well as a narrower area to avoid having them glitch into a wall and be teleported around
* Removed debug output, added clarifying parenthesis and extracted method.
* Fixes various other issues with the formation plane
Also removed now useless code
Co-authored-by: Sebastian Hartte <sebastian@hartte.de>
* Refactors all plane parts to use a common helper for
calculating connections to adjacent planes.
Also fixes problems with updating these connections on neighbor updates.
* Fix conflicting GuiSync ID.
* Slightly refactor PlaneConnectionHelper, and fix an issue where the bounding box was calculated incorrectly by using the wrong up-direction.
* Apply the FE tunnel behaviour to the fluid tunnel
* Make a second pass to try and get all the requested fill amount sent out to outputs.
Co-authored-by: Sebastian Hartte <sebastian@hartte.de>