* 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
* Bump GTNHLib
* Change test block's properties
This makes it easier to test the block overlay
* Update VanillaModels.java
# Conflicts:
# src/main/java/com/gtnewhorizons/angelica/models/VanillaModels.java
* Revert rename
* Rename models
* Sledgehammer out removed abstractions
* Switch to ModelISBRH
* Replace old models
With a single new and interesting model!
* Adapt to GTNHLib
* Remove dead code
* Fix JSON model detection + remove dead code
* Remove direct model renderer
* yet more yote
* Remove ColorABGR
* Remove unused line methods
* Yeet color fully
* publicize nextLong
Technically you don't *need* this on Java 8, but it silences a warning and doesn't break anything so 🤷
* yoten
* Register Angelica for automatic texture loading
* Remove TX-Loader dep
* Make the list mutable
* Remove rebase mistake
* Bump BS + deps
* Track frametimes
* impl rest of frametime graph, missing resize to not go over middle of screen when small
* only show fps graph with alt+f3 like in modern
* Add integrated server TPS reporting
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Co-authored-by: kurrycat <kurrycat2004+github@gmail.com>
* Beta, maybe
* Fixes for entityColor uniform in Iris
* Handle Iris Texture input hook properly in GLSM
* Iris Entity Fixes
* Gbuffer progress
* Wire up BlockEntity gbuffer
* Move Entity gbuffer to a more appropriate place to avoid reentrancy
* Wire up ENTITY_EYES and BEACOM_BEAM
* Clean up unused RenderStateShard files
* This seems marginally more correct?
* Fix shadows from showing on sides of blocks
* Remove overlay
* yeet
* More gl debugging
* Grr, fix water textures
* Add missed enable checks
* Workaround for unset depth texture when using apitrace...
Use a WrapOperation instead of an Inject with local capture - it wasn't working in dev w/ mixin debug set
* update bs
* Fix crosshair rendering with shaders
* more final
* Disable dynamic lights if shaders are in use
* No light when in water
* Add Void Particle Option + Mixin cleanup
* update bs
* less false
---------
Co-authored-by: Darren Eberly <darren.eberly@gmail.com>
Co-authored-by: Caedis <Caedis@users.noreply.github.com>
* Update BS
Ran `updateBuildscript` and manually copied in the new `settings.gradle`
* Update build.gradle
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Co-authored-by: Jason Mitchell <mitchej@gmail.com>
* Adapt to examplemod1.7.10 structure
* Fix broken static imports
* apply spotless
* Update mcmod.info
* Start work on ATs
* More ATs
* Compile stubs
* Recursive compilation stubs to fix missing items in stubs
* Stub out the tesselator
* Switch to IFMLLoadingPlugin
* Move the namer classes out of todo
* Yeet ATs
* Change transformers paths
* spotless, remove MANIFEST.MF as it is no longer needed
* Use MCF namer
* Revert "spotless, remove MANIFEST.MF as it is no longer needed"
This reverts commit 9be1abfe70.
* Revert "Switch to IFMLLoadingPlugin"
This reverts commit 089a01e148.
* At least make it work for now
* Dirty implementation of include preprocessing
* spotlessApply (#6)
Co-authored-by: GitHub GTNH Actions <>
Co-authored-by: Vladislav Laetansky <vlaetansky@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>