From now on every integration must not rely on method stripping through
a coremod or @Optional. Notable example for a very good solution is IC2.
As consequence this drops all support for RF and mods must support on of
our supported energy types. At the time of writing, ForgeEnergy and
IC2/EU.
* Renamed all dense smart cable related things to include smart
* Added dense covered cables
* Added abstract PartDenseCable to reduce redundant code
* Added dense covered recipes
* Ensures ItemPart ordering to be consitent.
Now takes the metadata into account to preserve the ordering for colored
items instead of just the part type name and depend on the insertion
order of a hashmap.
* 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.
Added a singleton getter instead the public field.
Reduced all fields to private.
Replaced field access with getters.
Added setters where necessary (Dimension/Biome Registration)
Added config options to disable more features.
Splitted Enum name from the config key.
Changed FacadeConfig and Networkhandler similar to AEConfig.init().
Facades will now use the correct side to determine the texture to use, and will fall back to general quads.
Fixed crafting of facades on the server by removing the check for model simplicity.
Fixes matrix frame not having a model (the block is transparent though).
Don't register an item model for the invalid part anymore.
Make variant registration for items more explicit.
This fixes#5
- Refactored boostrap code:
* Completely reworked item/block/tile registration.
* Fixed server side startup.
* Fixed server side startup.
* More documentation.
* More heavy cleanup
* More cleanups.
* Major refactoring of state mapping and fixes a lot of other issue related to item rendering.
* Fixes sky chest item models (no item TESR).
* Only use CachingRotatingBakedModel for tile entities automatically.
Fix default rotation of quartz pillar for item model.
* Used method reference instead of lambda for ItemMeshDefinition for multiparts.
* Removed unnecessary IHasSpecialItemModel
* Removed unused IconReg class.
* Updated resource pack version.
- Added cables & parts rendering.
- Facades got a completely new way of rendering. Anvil facades are
totally a thing.
- Added baking pipeline for simplified, highly configurable quad baking.
NOTE: Yes, there are a lot of improvements to do, bugs to fix, stuff to
add. I'm just pushing it prior to code structure change, so it does not
get lost in stashes. But it actually works!
Changed naming convention. All AE blocks, items and TEs were affected.
Most of assets were transfered, but some sill need help. Localizations
will be transfered in a separate commit.
Closes#46.
Second update pass which fixes all compile errors. Some parts may have
aftermath effect, hence why 3rd pass will check those maked with
"aftermath".
Errors: 82 -> 0. Mod can be launched.
This is first update pass, which is mainly import reorganization, name
fixes, etc... Although some parts of second were done where changes
aren't important.
Errors: ~1400 -> 82.