* Add a config to the total world time patch
Shaders will still desync from time of day, but only when the (default off) setting is enabled.
* Namespace the configs
* Add reserved keywords and replace GLSLPreParser with regex
* Add a newline to the version directive in patched shader output
* Only process reserved keywords on GLSL < 400
* Better reserved keyword handling
* Replace BlockError mixin with event handler
Something is calling TextureMap.registerIcons before preInit() sets up
the BlockError reference. While adding a null check to the mixin would
also fix this, a mixin isn't needed here since forge exposes an event
for this purpose.
* Add client sideonly for texture stitch event
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Co-authored-by: Darren Eberly <darren.eberly@proton.me>
* change sodium EntityMixin to use modify arg instead of @inject that cancels all the time
* restore the 16 block render distance for dropped items
* set EntityItem render distance to 32 blocks
* dynamically reduce the render distance for dropped Item entities when there is too many
* Add dropped item limit setting to video settings
Add some missing notfine tooltip entries while I was in there
* set maximum of dropped items to 2048
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Co-authored-by: Jason Mitchell <mitchej@gmail.com>
* Catch and ignore NPE during ISBRH rendering
* Make a fake ErrorBlock
* working block for rendering with no registration
* More suitable texture for BlockError
* make one method to dump the classes instead of copy pasting 6 times
* deal with obfuscation properly in ASM transformers instead of brute forcing both obfuscated and clear names
* remove sorting index on AngelicaTweaker to avoid confusion
* use static final variables for the class names with "."
* Only use sodium AO for standard blocks and disable flat pipeline optimization
* Option for sodium smooth lighting. Currently default to true
* Remove tessellator ignore from renderQuadList
* Add back cull and sodium lighting check in renderQuadList
* Disable sodium AO by default
* fix culling
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Co-authored-by: Caedis <Caedis@users.noreply.github.com>
* Remove ARR assets
* Refactor leaf mixins
* Refactor asset loading
Introduces a resource reload in POSTINIT, just before loading models
* Move lectern model to template
* Unlink test blocks and injected QuadProviders
Now they can be enabled or disabled separately
* Replace log renderer
* Fix JSON model culling
* Actually fix culling this time
* Update NdQuadBuilder.java
* Remove unused method
* Support tris
Hasn't been tested
* Pull QuadBuilder into an API
* Move Variant and Loader to API
* Glass QP and minor FluidRenderer improvement
* Rename Loader
* Move injected QuadProviders to a field
This way they don't get inherited
* Prioritize 7.10 textures over modern
* Use JSON models for vanilla logs
* Add a rewind method
This doesn't fix the problem, but it looks interesting, maybe it's closer?
* Fix texture loading
* Reenable rewinding
* FRAPI AO builds
Still useless tho
* Super broken, but maybe salvageable?
* Revert "Super broken, but maybe salvageable?"
This reverts commit ef4352f0d82f93039547bacdd38bddca65193743.
* Revert "FRAPI AO builds"
This reverts commit 7a4fd800831f973ea25c6a3c2b088afcf224770f.
* Cleanroom Mojang's rewinder
* Not-really-working-rewinding
* Mark JSON API as beta
* Ew, star imports
* Update gtnh gradle
* Update dependencies.gradle
* Update dependencies.gradle
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Co-authored-by: Jason Mitchell <mitchej@gmail.com>