* 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
* GLSM Improvements
* Add an IntegerStateStack
* Use IntegerStateStack to track the active texture unit
* Track activeTextureUnit with GL_TEXTURE_BIT
* Bugfix - Don't include color with GL_COLOR_BUFFER_BIT
* Fully test glPush/PopAttrib for GL_COLOR_BUFFER_BIT
* Split GLStateManager init into two pieces
* ThreadedTessellator -> RenderBlocks instance Tessellator
* Plus a CME workaround until I can figure out why it's happening
* One inject with multiple methods instead of two injects
* Add AF's Tessellator#reset mixin
Fixes screen flashing when chunks are being built
* Thread Saftey
* Make each tesselator use its own ByteBuffer
* Don't make RecyclingList a static variable 🤦
* Add some additions via ITessellatorInstance
* Stop using builtin updateRenderers
* Remove a few unused things in MixinTessellator
* Remove useless casting due to implementing the interface
* Overwrite some more rendering methods to ensure they're not used
* Implement IBlockAccess on WorldSlice
* Currently just proxies to the World... need to get it to use the local cache
* Make WorldSlice use its copied values instead of using the world
* block, meta, and light. Still need TODO biome
* Finish making WorldSlice thread safe
* Remove last unsafe this.world accesses
* Copy biomeData
* Implement getTileEntity(), and getBiomeGenForCoords()
* Remove unused 1.16+ classes - Biome, Colorizer, and ColorBlender related
* Cache worldHeight instead of asking the provider every time
* Debug Screen updates
* Disable Culling for now (until it works)
* Tessellator Updates
* Use one instance on the main thread, and individual instances on every other thread
* Prevent draw() and buffer.reset() on non singleton instance
* Misc cleanup, maybe better growBuffer?
* Fixing splash screen and GUI issues by excluding SplashProgress from GLStateManager transformer
* Update docs
* Fixing a one line in SodiumWorldRenderer that allows the game setting for the distance at which entities will render. Hope it's not too bad mitch :)
* TileEntites now render
* Less silly transparency
* Removing clamp implementation because I missed the one in mathhelper
* Initial sodium entity smooth lighting
* Fix entity smooth lighting
* Fix lerp uses and use render layers properly (#17)
* Remove some uses of blockstate + patch FluidState
* Fix lerp
* Enable Sodium fluid rendering
* Update FluidRenderer.java
* Rewind buffers when copying
* Fix multidraw
* Force cutout on all non-translucent blocks
* Let vanilla handle render pass state
* Rewrite render layer check to use Forge 1.7 hook
* Fix skylight handling
* Fix flickering
* Clone TEs correctly
* Fixing entityDistMulti (I think)
* Fix TEs rendering on the wrong pass
* Buff max render distance to 32
Pretty useless since the integrated server stalls instantly, but our renderer supports it
* Fix fog
* Fix render distance changes being ignored
* Implement entity culling
* Block face culling
* Re-enable occlusion culling
* Fix x/z coordinate mixup when indexing biome arrays
Partially fixes wrong biome colors, but at chunk edges it's still wrong because
neighboring chunks aren't accessed
* Make a copy of biome data
The old code seemed to work fine but this should be safer
* Make CompatMemoryUtil#memReallocDirect preserve buffer position
LWJGL3's MemoryUtil#memRealloc does this, see its javadoc.
Fixes screen flashing and this error getting printed when indirect buffer grows:
GL_INVALID_OPERATION error generated. Bound draw indirect buffer is not large enough.
* Use biome data of neighboring chunk sections
Fixes wrong colors at chunk edges
* Re-enable fog culling
* Tile entity culling
* Remove some unneeded Sodium code
* Massive code cleanup
* Avoids errors when usin lwjglxdebug
* Bump hodgepodge dep
* Add AngelicaConfig
* Add Mixin to disable MC's builtin checkGLError
* Add configs for iris/sodium
* Iris work
* Move some StateNotifiers to GLStateManager
* Remove some redundant mixins based on sodium/angelica work and rendering state captures
* Add Iris DebugScreenHandler
* rm archaicfix's occlusion renderer and threaded updates
* Implemented Sodium's GUI and a couple of setting fixes (#20)
* Ported Sodium's GUI
* Correct AO
* Fixed Vignette
* Re-enable DirectMemoryAccess
* Adds some code from lwjgl3 in CompatMemoryUtil.java
* Re-add *Unsafe classes
* Remove MixinWorldRenderer
* Add NEID (mixin pr) support
* Only shadow runtime module of antlr4
Reduces jar size by 11 mb
* Update NotFine
* Make LongHashMap actually perform like a hash map
* Options GUI Fixes and some option implementations (#22)
* Correct useNoErrorGLContext option
* Added translucency sorting option
* Implemented Particle Culling
gives real fps boost, however, it's not as big as i thought
* Begin implementing animateOnlyVisibleTextures
* Correct Donation page opening
* Fixed Shift + P
Now it uses NotFine's GUI, but it think that NotFine's GUI should be rewrited for using other config options
* Correct URL's for Linux
* second code cleanup in particle culling
* Fix incorrect TE map population
* Add optional assertMainThread behind `-Dangelica.assertMainThread=true`
* Add back air optimization, but only apply to vanilla air
* Implement more options (#23)
* Combine free regions in GlBufferArena
* Clear global block entity list when initializing renderer
* AF, CompileStubs, and SplashProgress
Remove most of ArchaicFix
* Move a few mixins over to angelica
* Disable if org.lwjgl.util.Debug is set
* Only enable Iris/lwjgl debug callbacks if org.lwjgl.util.Debug is set
* Rewrite Tessellator hacks - now using a ThreadLocal instead of only patching RenderBlocks
* Reenable AF mixins, switch to cached debug var, disable incompatible mixins
* Remove AF deps and a late mixin that was missed
* Add Iris Sodium Compat impl
* Fix Sodium GLProgram to use ResourceLocation instead of Identifier
* Start applying Iris -> Sodium Mixins
* Make NotFine menu open if holding shift
* Fixed Tessellators in production env
* Finish Sodium Fluid Renderer (#24)
* Init and pass Sodium LightPipelines
* Remove registry lookup and refactor WorldUtil
* Hook up lighting pipeline
* Patch fluid velocity
* It's alive! Sodium Fluid Renderer is alive!
* Fix face culling not taking third person camera offset into account
* rewrite ACTEntityRenderer to stop transforming ALL the classes
* use ClassConstantPoolParser in TessellatorTransformer to speed up search for Tessellator references
* use ClassConstantPoolParser in GLStateManagerTransformer to speed up search for class references
* rewrite GLStateManagerTransformer and TessellatorTransformer
* merge GLStateManagerTransfor and TessellatorTransformer into one Transformer
* Fixed smooth lighting rendering
* Iris block_id Mixins & BlockStateIdMap initial impl for 1.7.10
* Fix running with lwjgl debug flag & Cleanup old ShadersMod transformers
* Initialize GLStateManager via Mixins instead of all in the static block
* Clean up chunk load/unload tracking, fix chunks rendering without neighbors sometimes
* Fix occlusion culler not re-running after important uploads
Backport of https://github.com/CaffeineMC/sodium-fabric/pull/755
* Add chunks to queues without going through occlusion culler
Partially reverts the previous chunk tracking commit, because
that logic will reintroduce https://github.com/CaffeineMC/sodium-fabric/issues/605
As long as we only rebuild with neighbors present, we shouldn't
see the visual seams
* Extremely primitive synchronization approach for ISBRH
* Use factory for Spdium menu createElement outputs
This will allow NotFine to use Sodium menu elements and vice versa in a future commit.
* Splash Screen Compat
* Separate remaining NamedState enums
* NotFine but it loads Sodium pages
* Hook up NotFine optimizations
* Hook up some NotFine features
* copy over hud caching code from hodgepodge
* backport glstatemanager mixin
* Track thread that currently owns the GL Context in addition to the main thread.
* First pass over FontRenderer, 1300->1400 FPS on my GPU when showing F3
Done:
- A batching vertex buffer builder for font output
- Reduction in drawcalls from 1-3 per character to 1 per font atlas switch
- Mixin to draw the entire F3 screen in one batch, instead of separate batches per line
TODO:
- Switch drawing to a VBO
- Cache string meshes across frames
- Cache string width calculations used for layouts
- Multidraw to reduce draw calls even further
* Add JVM flag to bypass GL state caching
* Push/Pop Attrib Hacks -- to be evolved later
* Fix FontRenderer+SplashScreen combo
* HUDCaching tweaks
* Add license
* Jabba Compat, and reset tesselator state even if the chunk render thread blows up
* Initial Xaero's World Map + Minimap Support
* Disable Fastcraft & Optifine if present
* Iris Progress
* Wire up more Iris mixins, informing pipeline stages. Still not rendering anything visible.
* Don't try to transform the server
* Avoid running biome generator on client in singleplayer
* Call world biome retrieval methods instead of copying array directly (#25)
* Shaders now do something!
* Shadow Pass work
* First shadow pass renders; however it moves all around when moving the camera...
* Second shadow pass not running because it makes everything very very dark instead of just rendering translucents
* Actually use the ShadowRenderer Model View when running the shadow pass...
* Enable Sodium SmoothLightPipeline & Iris useSeparateAo
* Avoid repeatedly copying biome data on each Y level (#27)
* Celestial Rotation fixes
* Water progress
* Uniforms audit
* Lightmap workaround
* PBR compiling, stuck on Normal and Specular textures being added in
* Shaderpack selection "works"; ShaderOptions TODO
* Hud caching angelica (#28)
* Potential hud-caching fix
* Shader Options almost working
** Clicking on everything doesn't yet work, and the visuals are slightly off
* Entity shadows seem to be working
* Move glint fix to Mixin
* Rework mouse handling for ShaderPackConfig
* Stop centering shader options vertically
* Angelica pbr (#31)
* Only use Sodium light pipeline if useSeparateAo is on
Sodium pipeline is still very buggy, so isolate it to Iris-only
for now
* Fix region sorting for translucency
* Open Shaderpack now works on Linux
* RM Shadersmod
* Initial iris scrollbar clicking
* Punt unsupported ISBRHs to the main thread
* Delete the ISBRH lock, shouldn't be needed anymore
* Render GT blocks on main thread
* Require CCC 1.2.0+
* Depend on CCC 1.2
* Fix TESRs not being tracked for blocks rendered on main thread
* Cut down number of runtime dependencies, enable CoreTweaks in dev by default
* Add modern F3 background
* Pull over some hodgepodge mixins
---------
Co-authored-by: makamys <makamys@outlook.com>
Co-authored-by: embeddedt <42941056+embeddedt@users.noreply.github.com>
Co-authored-by: rjnasers <rjnasers@iastate.edu>
Co-authored-by: ah-OOG-ah <75745146+ah-OOG-ah@users.noreply.github.com>
Co-authored-by: Ryan Nasers <ryannasersgig@gmail.com>
Co-authored-by: Rad <radoslaw.ryszka006@gmail.com>
Co-authored-by: Bogdan <64613894+Asek3@users.noreply.github.com>
Co-authored-by: Caedis <Caedis@users.noreply.github.com>
Co-authored-by: jss2a98aj <jss2a98aj@gmail.com>
Co-authored-by: Alexdoru <57050655+Alexdoru@users.noreply.github.com>
Co-authored-by: Raven Szewczyk <git@eigenraven.me>
Co-authored-by: mist475 <70655895+mist475@users.noreply.github.com>
Co-authored-by: Ryan Nasers <42074409+Cardinalstars@users.noreply.github.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>