* [major] first potential version for basic chests
* [major] added api to register chest/inventory guis for bookmark item pulling
* [minor] added hotkey to pull all bookmarked items
* [major] finished
* [minor] spotless apply
* [minor] removed bak file
* [minor] function cleanup
* [minor] fixed bookmarks being set to 0
* [minor] little oversight
* [minor] private attribute and curly brackets
* Update buildscript
* Show a full recipe widget in item tooltips for bookmarked recipes
* Make recipe tooltips configurable and only show in the bookmarks panel
* Fix layout relative to tooltip boxes
* Fix wildcard import
* spotlessApply (#401)
Co-authored-by: GitHub GTNH Actions <>
* Fix handler tooltip offsets for new&legacy handlers
* Fix render order to draw crafting tooltips on top of container manager buttons
* Fix wrong mouse Y half-point calculation
* Allow saving recipes with empty item ingredient lists to bookmarks (e.g. fluid-only)
* Fix waila vs. non-waila tooltip offsets
Co-authored-by: Wilhelm Schuster <dev@rot13.io>
---------
Co-authored-by: Wilhelm Schuster <dev@rot13.io>
* Store heighthackhandlers.cfg as an internal asset instead of an array of strings
Is copied into the config directory upon first launch. Also, comments
are now allowed (only from the beginning of the file).
* Store serialhandlers.cfg as an internal asset instead of an array of strings
Is copied into the config directory upon first launch. Also, comments
are now allowed (only from the beginning of the file).
Removes GTNH-specific code to be replaced with a configuration file.
* Extend the height hack to also cover guiTop and getRecipePosition
Certain legacy recipe handlers hardcode even more of the NEI recipe
screen layout, requiring only the singular recipe handler switcher
widget at the top, whereas this improved NEI moves the recipe pager to
the top as well expecting recipe handler to move down another 16px. One
such mod that breaks is Immersive Engineering. To fix it we move the top
edge of the gui (guiTop) down by 16px so that the old gap calculation
works correctly. This required special handling in getRecipePosition()
and refreshSlots().
* Fix Immersive Engineering recipe handlers
* Fix Ex Nihilo recipe handlers
* Fix Thermal Expansion recipe handlers
These handlers expect only two recipes to be displayed at a time. This can only be fixed through asm AFAICT.
* Update buildscript
* Rework recipe handler tab scrolling again
Move the recipe handler tab scrolling before the handler-specific
scrolling again. This ensures that tab scrolling while hovering over the
tab bar will always be possible, regardless of how a recipe handler
handles scrolling itself. This mostly reverts back to how this feature
was implemented originally with one change: the Shift-scrolling behavior
is moved outside the recipe tabs scroll handler after the recipe
handler-specific scroll handling to prevent this from overwriting any
other behavior.
* Rename variable in GuiRecipeTabs to avoid confusion
Based on feedback in a previous PR review.
* Make sure recipe handler-specific scrolling behavior takes precedence over recipe handler tab scrolling
bootNEI() is supposed to only be called once during the client's
lifetime. Turns out, if your pack has 800 mods, bootNEI() might be
called a second time before configLoaded is set to true at the end of
the plugin loading thread. This introduces a second variable that is
set at the end of the single threaded portion of bootNEI() so that it
truly can only be called once, but we can still retain the ability to
check if the plugin loading thread has finished.
In addition to scrolling through all recipes of a single handler, you
can now scroll through all the recipe handlers while hovering over the
handler tab bar (or anywhere in the recipe area while holding left
shift).
NEI plugins are initialized in a separate thread. If this takes too long,
the client tick handler might already be running checking the keybindings
in KeyManager while a plugin calls API.addKeyBind() which can lead to a
CME.
Reported in https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/13292
Thanks to @Denostrov for helping me track this down.
* Add option to have the search widget under item panel
* update bs+sa
* Make heights consistent
---------
Co-authored-by: Martin Robertz <dream-master@gmx.net>
* Update buildscript
* Fix mob/chunk overlay rendering at very far x/z coordinates
Closes <https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/12680>
* Use Tesselator for mob spawn overlay drawing for a minor performance boost
* Missed a couple of offsets in the other chunk overlay modes