Added missing resources.
Modified mods.toml. Fixed crash and double rendering of modifiers.
@@ -63,7 +63,7 @@ public class EffortlessBuilding {
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modEventBus.addListener(EffortlessBuilding::setup);
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DistExecutor.safeRunWhenOn(Dist.CLIENT, () -> () -> EffortlessBuildingClient.onConstructorClient(modEventBus, forgeEventBus));
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DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () -> EffortlessBuildingClient.onConstructorClient(modEventBus, forgeEventBus));
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ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus());
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CONTAINERS.register(FMLJavaModLoadingContext.get().getModEventBus());
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@@ -1,6 +1,5 @@
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package nl.requios.effortlessbuilding.render;
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import com.mojang.blaze3d.systems.RenderSystem;
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import com.mojang.blaze3d.vertex.BufferBuilder;
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import com.mojang.blaze3d.vertex.PoseStack;
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import com.mojang.blaze3d.vertex.Tesselator;
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@@ -20,20 +19,14 @@ import net.minecraft.world.phys.AABB;
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import net.minecraft.world.phys.Vec3;
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import net.minecraft.world.phys.shapes.VoxelShape;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.client.event.RenderLevelLastEvent;
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import net.minecraftforge.client.event.RenderLevelStageEvent;
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import net.minecraftforge.client.model.data.ModelData;
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import net.minecraftforge.eventbus.api.EventPriority;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
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import nl.requios.effortlessbuilding.EffortlessBuilding;
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import nl.requios.effortlessbuilding.EffortlessBuildingClient;
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import nl.requios.effortlessbuilding.buildmode.ModeSettingsManager;
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import nl.requios.effortlessbuilding.buildmodifier.ModifierSettingsManager;
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import nl.requios.effortlessbuilding.create.CreateClient;
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import nl.requios.effortlessbuilding.create.foundation.render.SuperRenderTypeBuffer;
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import nl.requios.effortlessbuilding.create.foundation.utility.AnimationTickHolder;
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import static net.minecraftforge.client.event.RenderLevelStageEvent.Stage.AFTER_PARTICLES;
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/***
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* Main render class for Effortless Building
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@@ -42,7 +35,7 @@ import static net.minecraftforge.client.event.RenderLevelStageEvent.Stage.AFTER_
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public class RenderHandler {
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@SubscribeEvent
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public static void onRender(RenderLevelStageEvent event) {
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public static void onRender(RenderLevelLastEvent event) {
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Vec3 cameraPos = Minecraft.getInstance().gameRenderer.getMainCamera().getPosition();
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// float pt = AnimationTickHolder.getPartialTicks();
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@@ -20,13 +20,20 @@ Makes building easier by providing tools like mirrors, arrays, build modes and a
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[[dependencies.effortlessbuilding]]
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modId="forge"
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mandatory=true
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versionRange="[41,)"
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versionRange="[43.0.0,)"
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ordering="NONE"
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side="BOTH"
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[[dependencies.effortlessbuilding]]
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modId="minecraft"
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mandatory=true
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versionRange="[1.18.1,1.20)"
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versionRange="[1.19.1,1.20)"
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ordering="NONE"
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side="BOTH"
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side="BOTH"
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[[dependencies.effortlessbuilding]]
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modId="flywheel"
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mandatory=true
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versionRange="[0.6.8,0.6.9)"
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ordering="AFTER"
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side="CLIENT"
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@@ -0,0 +1,24 @@
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#version 150
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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uniform float FogStart;
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uniform float FogEnd;
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uniform vec4 FogColor;
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in float vertexDistance;
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in vec4 vertexColor;
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in vec4 lightMapColor;
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in vec2 texCoord0;
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in vec4 normal;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
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color *= lightMapColor;
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fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
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}
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@@ -0,0 +1,31 @@
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{
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"blend": {
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"func": "add",
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"srcrgb": "srcalpha",
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"dstrgb": "1-srcalpha"
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},
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"vertex": "effortlessbuilding:glowing_shader",
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"fragment": "effortlessbuilding:glowing_shader",
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"attributes": [
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"Position",
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"Color",
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"UV0",
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"UV1",
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"UV2",
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"Normal"
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],
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"samplers": [
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{ "name": "Sampler0" },
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{ "name": "Sampler2" }
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],
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"uniforms": [
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{ "name": "ModelViewMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "IViewRotMat", "type": "matrix3x3", "count": 9, "values": [ 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ] },
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{ "name": "ColorModulator", "type": "float", "count": 4, "values": [ 1.0, 1.0, 1.0, 1.0 ] },
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{ "name": "FogStart", "type": "float", "count": 1, "values": [ 0.0 ] },
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{ "name": "FogEnd", "type": "float", "count": 1, "values": [ 1.0 ] },
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{ "name": "FogColor", "type": "float", "count": 4, "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "FogShape", "type": "int", "count": 1, "values": [ 0 ] }
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]
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}
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@@ -0,0 +1,36 @@
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#version 150
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#moj_import <fog.glsl>
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in vec3 Position;
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in vec4 Color;
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in vec2 UV0;
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in vec2 UV1;
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in ivec2 UV2;
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in vec3 Normal;
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uniform sampler2D Sampler1;
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uniform sampler2D Sampler2;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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uniform mat3 IViewRotMat;
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uniform int FogShape;
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out float vertexDistance;
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out vec4 vertexColor;
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out vec4 lightMapColor;
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out vec2 texCoord0;
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out vec2 texCoord1;
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out vec4 normal;
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
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vertexDistance = fog_distance(ModelViewMat, IViewRotMat * Position, FogShape);
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vertexColor = Color;
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lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
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texCoord0 = UV0;
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texCoord1 = UV1;
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normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
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}
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After Width: | Height: | Size: 99 B |
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After Width: | Height: | Size: 120 B |
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After Width: | Height: | Size: 121 B |
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After Width: | Height: | Size: 223 B |
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After Width: | Height: | Size: 120 B |
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After Width: | Height: | Size: 147 B |
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After Width: | Height: | Size: 121 B |