Age | Commit message (Collapse) | Author |
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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to work with
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add some null pointers
(cherry picked from commit 09501578667ca0d47fcf96b1e4fb03bf29dfd6eb)
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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- Add glow support for all sides and states of iconset machines (same as with basicmachines).
Automated code cleanup with IDEA of:
- Optiimise all imports (remove unused, sort)
- Reorder all modifiers to the canonical preferred order (as stated in the Java Language Specification)
- Add all missing @Override annotations
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Implement a glowing texture renderer class
Add option to not render glowing textures
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World events have way to many parameters, so the code gets unreadable, this commit fixes that behavior.
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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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2) Batch (most) recipe map removals and additions (significant speedup)
3) Modernize old java constructs --> java8 (in the files touched)
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* Rework clientside pollution
* Pollution rework
* removed debug
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Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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Works through reflection now
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OpenGL is a bit of a pita, wants only to be used in main thread. The easiest solution was to trigger CLS screen updates from GT. It is a soft dependency, if CLS isn't present, nothing breaks.
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This reverts commit 76c7090220f83008b157eb4ae9e1541c9ac6c1ee.
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OpenGL is a bit of a pita, wants only to be used in main thread. The easiest solution was to trigger CLS screen updates from GT. It is a soft dependency, if CLS isn't present, nothing breaks. Second pr because cloned fresh repo or else it attributed not my changes to me
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changed subversion to 33
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* WIP, doesn't do anything yet, up to RFC
* Initial attempt at Chunk manager
* Added chunkloading support to multiblock miner.
* moved basic miner-independent chunkloading-related stuff up tier, to be more reusable
Co-authored-by: Richard Hendricks <richardhendricks@pobox.com>
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Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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* improved loading times a lot
+ whitelisted only a few materials that really get changed with gt
+ code maintenance
+ tested and ready for shipping
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
* improved readability
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
* improved loading times by buffing recipes
+ buffer increases performance by another ~40%
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
* Fixed breaking bug
+ added a config option to disable material whitelist
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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+added mica crop
+code improvements
Signed-off-by: bartimaeusnek <33183715+bartimaeusnek@users.noreply.github.com>
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* Fixes every face of ic2 nuclear reactors giving full energy
* Should reduce performance concerns from previous ic2 energy compat
* Removes Tec's workaround
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optimization. Add more messages during startup so players know things are working.
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