Jason Mitchell
6c5e146f96
Fix GL core tests that depended on test order and JIT timing ( #2298 )
2026-10-24 22:32:13 -07:00
Jason Mitchell
482dece0f7
Expand SDL-GPU's GLSM redirector to GLSM and remove unredirected GL workarounds and move action back to master ( #2268 )
2026-10-17 17:58:50 -07:00
Jason Mitchell
85d0641a73
Speed up tests and run SDL-GPU device tests on CI ( #2253 )
...
* Speed up tests and run SDL-GPU device tests on CI
* Arch rules share one ASM scan instead of ArchUnit
* Tests needing an SDL GPU device fail without one instead of skipping
* Replace checkstyle's wildcard-import check with a test
* Use the runner's preinstalled Temurin JDKs
* Cache build/rfg so the Minecraft decompile chain can be skipped
* Unpack LWJGL natives before tests
* Pin the shared workflow commit
2026-10-12 13:26:28 -07:00
Jason Mitchell
d056bf6fa7
Run image atomics natively on Metal where the runtime allows ( #2226 )
2026-10-05 22:57:30 -07:00
Jason Mitchell
b49d37d827
Ignore additional tags when deriving the mod version ( #2219 )
2026-10-04 18:33:06 -07:00
Jason Mitchell
6c888a634a
Cut per-frame allocations in rendering mixins ( #2182 )
2026-10-02 15:15:18 -07:00
Jason Mitchell
3b4ebcf611
Update Celeritas ( #2087 )
2026-09-09 08:31:31 -07:00
Jason Mitchell
0dfffca88e
Flyby and OSX improvements ( #2061 )
2026-09-03 22:27:35 -07:00
Jason Mitchell
8c31eec525
SDL followup fixes ( #2001 )
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* Deploy fixes
* Narrow transformer exclusions for Legends mods, and mixin priority for CustomNPC
* Journeymap 6 stencil/depth fix
* OpenLTW swizzle workaround
2026-08-09 13:43:46 -07:00
Jason Mitchell
166116d692
More fixes ( #1995 )
2026-08-08 23:53:06 -07:00
Jason Mitchell
4b21bc77b6
A few fixes ( #1994 )
2026-08-08 18:29:26 -07:00
Jason Mitchell
8da561d3b6
SDL GPU backend, TESR Batching/caching API, Tracy Integration ( #1993 )
2026-08-08 15:53:58 -07:00
Jason Mitchell
5dc4f1fab8
Fix tests ( #1791 )
2026-05-27 18:41:41 -07:00
Jason Mitchell
70cfa2ae90
Swappable RenderBackend
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* Adds Lwjgl2GLRenderBackend & Lwjgl3GLRenderBackend
* Lwjgl3GLRenderBackend uses lwjgl3 natively w/o lwjgl3ify
* GLSMRedirector now redirects LWJGL3 methods as well for mods with a hard dep on lwjgl3 (distant horizons standalone)
* GLSM uses RENDER_BACKEND instead of GL directly
2026-03-21 10:56:19 -07:00
Jason Mitchell
37717bd4db
GLSM Extraction ( #1527 )
2026-03-19 22:53:47 -07:00
sisyphussy
bdd6259c3f
Optimize fontrenderer ( #1447 )
2026-03-04 18:37:50 -08:00
Jason Mitchell
d7d2228a6c
Target OpenGL 3.3 core profile ( #1412 )
2026-03-02 22:18:11 -08:00
Jason Mitchell
be90a01725
Angelica 2.0
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* GLStateManagerService & RenderSystemService
* Wire up Celeritas
* Iris working
* Dynamic lights working
* Goodbye Sodium 0.2
* Add Multi-Threading for check meshing again
2026-01-07 13:22:16 -08:00
Jason Mitchell
e5e8250d44
JVMDG
2026-01-07 13:22:16 -08:00
Jason Mitchell
2fc2e2e38d
Fix some small things
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* Bump nhlib dep due to crash when Iris is disabled
* Use jabel for tests
* use joml isIdentity
* remove Integer usage
2025-12-03 10:54:20 -08:00
Jason Mitchell
33de1de9c4
Add display list compilation/optimization ( #1141 )
2025-12-02 21:43:17 -08:00
Alexdoru and Jason Mitchell
e6d778dad3
ASM Housekeeping ( #1003 )
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Co-authored-by: Jason Mitchell <mitchej@gmail.com >
2025-08-16 17:29:50 -07:00
ah-OOG-ah
346a305f1d
Refactor Quad, BlockPos, and QuadProvider API
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Also optimize static models
2024-02-29 21:17:46 -05:00
Raven Szewczyk
c996e5e58c
Use a RFB plugin for GLSM transforms when available ( #329 )
2024-02-25 12:58:19 -08:00
Raven Szewczyk
74e6c80aad
A few buildscript and test tweaks ( #281 )
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* Kotlin buildscript for better IDE integration
* Fix transitive Bauble dep, move CoreTweaks to a fake-ivy dependency
* Don't scan fullscreen modes for window creation
* Update GTNHGradle
2024-02-11 05:24:08 -08:00