Age | Commit message (Collapse) | Author |
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* ForgeDirection
Also refactor the clusterfuck that was `getCoordinateScan`
Co-authored by: Jason Mitchell <mitchej@gmail.com>
* Fix rendering of Frame Boxes
Frame boxes needed their own implementation of getTexture with int connexion mask,
which is returning an error texture for the MetaTileEntity, because pipes (FrameBox
**is** a pipe) do use this method to return different textures based on connexion
status.
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Co-authored-by: Léa Gris <lea.gris@noiraude.net>
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* Enable Jabel&Generic injection, fix type error caused by this
* add missing <>
* Infer generic types automatically
* Parametrize cast types
* Use enhanced for loops
* Unnecessary boxing
* Unnecessary unboxing
* Use Objects.equals
* Explicit type can be replaced with `<>`
* Collapse identical catch blocks
* Add SafeVarargs where applicable
* Anonymous type can be replaced with lambda
* Use List.sort directly
* Lambda can be a method reference
* Statement lambda can be an expression lambda
* Use string switches
* Instanceof pattern matching
* Text block can be used
* Migrate to enhanced switch
* Java style array declarations
* Unnecessary toString()
* More unnecessary String conversions
* Unnecessary modifiers
* Unnecessary semicolons
* Fix duplicate conditions
* Extract common code from if branches
* Replace switches with ifs for 1-2 cases
* Inner class may be static
* Minor performance issues
* Replace string appending in loops with string builders
* Fix IntelliJ using the wrong empty list method
* Use Long.compare
* Generic arguments: getSubItems
* Generic arguments: getSubBlocks
* Raw types warnings
* Fix remaining missing generics
* Too weak variable type leads to unnecessary cast
* Redundant type casts
* Redundant array length check
* Redundant vararg arrays
* Manual min/max implementations
* A couple missed inspections
* Goodbye explosion power ternary ladder
* Apply spotless
* Get rid of the other two big ternary ladders
* Binary search explosion power
* Don't overcomplicate things
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* add back turbine wallsharing
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* use new texture from @Jimbno
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* remove unnecessary structure checks
it turns out you cannot build 2 functional large turbine at these locations anyway, so why not?
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* spotless
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
* update bs
* use the original grey for empty texture
these are slightly darker, and looks better
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
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* Update dependencies
* Update buildscript, apply spotless
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Add ExtendedFacing rotation to the texture API.
Rotatable ExtendedFacing textures can be created with:
```java
TextureFactory.builder().addIcon(IICon).extFacing().build();
```
Improve and unify internal implementation of standard oriented and glow textures.
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- Fix itemblock brightness and orientation to be exactly same as vanilla blocks
in inventory.
- Revert machine front facing to the brighter left side as it eases
differentiating them.
- Optimise inventory itemblock rendering to issue a draw quads only once
for the entire block, rather than for each side.
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* fix(rendering): multiple rendering fixes and refactor
- Fix rendering gregtech machines in inventory with correct orientation and lighting.
- Fix rendering of pipes connected through covers, no longer z-fight at a distance.
- Fix updating of textures when un/holding a soldering-iron.
- Refactor of the GT_Renderer_Block class with properly named constants replacing raw literals.
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Ignore the z-fighting offset when detecting if a face uses the block's brightness
or the brightness from the block above.
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- Implement the missing ambient occlusion shadow from machine block over neighbour blocks.
- Fix the LightingHelper to properly shade pipes/cables/wires against an opaque block.
- Refactor and cleanup the GT_Block_Machines class of all bad practices and code smell,
checked and validated with Sonarlint.
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Render smooth lighting ambient occlusion on all Gregtech tiles:
- Ores
- Machines
- Pipes, Cables, Wires, Frames
Add new Client-side configuration entry in Gregtech.cfg.
If false, the flat lighting rendering of older versions is used.
```yml
render {
B:TileAmbientOcclusion_true=true
}
```
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