* Map some 20w15a new classes (entities, enchantments)
Signed-off-by: liach <liach@users.noreply.github.com>
* Some javadocs
* Just refer by id
Signed-off-by: liach <liach@users.noreply.github.com>
* Fix bad class name
Signed-off-by: liach <liach@users.noreply.github.com>
Co-authored-by: liach <liach@users.noreply.github.com>
* part.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* Fixed bad names
* Determined by the call to part.render(matrix, vertices, light, overlay)
which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1)
* Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay)
Meanhile VertexConsumerProvider is
* Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* This is not a render method! It sets the yaw and pitch on the skull
* Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha)
Not much to change there though
* These are known from EntityRenderDispatcher
* render calls renderLabelIfPresent
* Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light)
* In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity
* Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself
if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) {
double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ());
float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672);
if (float24 > 0.0f) {
renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius);
}
}
* The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby
private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) {
float float8 = radius;
if (entity instanceof MobEntity) {
if (((MobEntity)entity).isBaby()) {
float8 *= 0.5f;
}
}
* float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow!
float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos));
if (float16 >= 0.0f) {
* Forgot this one
* This is all low-hanging fruit.
* EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z)
-> EntityRenderer.isVisible(entity, frustrum, x, y, z)
-> Entity.shouldRenderFrom(x, y, z)
@Environment(EnvType.CLIENT)
public boolean shouldRenderFrom(double x, double y, double z) {
double double8 = this.getX() - x;
double double10 = this.getY() - y;
double double12 = this.getZ() - z;
double double14 = double8 * double8 + double10 * double10 + double12 * double12;
return this.shouldRenderAtDistance(double14);
}
* More things we know
* This is set by calling entity.getLeaningPitch
* This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time.
The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter).
This causes the creeper to flash white when active. The same method,
interestingly, will use the V to create the hurt/death overlay
OverlayTexture.packUv(
OverlayTexture.getU(animationCounter),
OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0)
)
* The final patches
* xrayEnabled -> isGlowing
* Commit suggestions/name changes I missed during rebase
Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com>
* Fix typos
* yaw -> tickDelta
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* provider -> vertexConsumers
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* matrix -> matrices
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Fixed some encorrect names
* entry -> matrices
* textureU/V -> u/v
* isBanner -> isBannerBlock
* frustrum -> frustum
Co-Authored-By: Gegy <gegy1000@gmail.com>
* Fix broken/changed mappings for 20w10a
* grammar
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com>
Co-authored-by: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Gegy <gegy1000@gmail.com>
* Pick up #1026 and adjustments
ArmorFeatureRenderer, BipedEntityModel and some player stuff
Parrot entity rendering fixes
At the moment, I don't know the difference between method_17110 and method_17111.
method_17110 -> animateModel
Still a provisional name.
Finish the other feature renderers (except CapeFeatureRenderer)
Name methods involving armor stands
Work on Ender Dragon-related things
overlay{Message, Tinted} -> {message, tinted}
Add docs for ClientPlayerEntity#wateriness (now wetness)
ClientPlayerEntity#getVisibilityReductionFromWater -> getScaledWetness
Actually add javadocs
newHealth -> health
DragonFireballEntityRenderer#FIREBALL -> LAYER
* Update mappings/net/minecraft/client/render/RenderLayer.mapping
Co-authored-by: Kyarei <uruwi@protonmail.com>
* 1.15.2 EntityRenderer changes
* wtf Enigma
* Added the P
* "Swap the usage of the value first"
* See my new dog color mah!?
* "S" that ws meant to be an "S"
render layer fields can be inferred
outlinevertexconsumer: better decompiled code (see ff genSources result); package level, doesn't affect mods
render layer outline: map one new package enum and change stuff to refer to outline etc.
Signed-off-by: liach <liach@users.noreply.github.com>
* Some missing fields
Signed-off-by: liach <liach@users.noreply.github.com>
* Few more stuff
Signed-off-by: liach <liach@users.noreply.github.com>
* Remove problematic jd info
* Some stuff for 1.15 pre 1
wood type or sign type? it is only used by signs.
Signed-off-by: liach <liach@users.noreply.github.com>
* A few more stuff
Signed-off-by: liach <liach@users.noreply.github.com>
* bits of stuff
Signed-off-by: liach <liach@users.noreply.github.com>
* Call it a sign type
Signed-off-by: liach <liach@users.noreply.github.com>
* More stuff and refactors per suggestion
* More bits
Signed-off-by: liach <liach@users.noreply.github.com>
* Missed the one i need to map
Signed-off-by: liach <liach@users.noreply.github.com>
* You like dual better
Signed-off-by: liach <liach@users.noreply.github.com>
* Update mappings/net/minecraft/client/texture/SpriteAtlasTexture.mapping
* 😓
Signed-off-by: liach <liach@users.noreply.github.com>
* Some pre2 stuff as well
* Rename the body parts to be more descriptive
* unmap "accept" method
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Mapped the quadrupedal model fields
* StrayEntityModel -> SkeletonEntityModel
* Map parameters
* Refactor rendering
* Revert #929 and map more things
* Fixes by liach
* Revert bufferBuilder -> buffer in fields too
* Fixes
* Update mappings/net/minecraft/util/MessageQueue.mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Update mappings/net/minecraft/util/MessageQueue.mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Suggestions by Player
* Fix some debug renderer names
* More mappings
* Fix
* Fixes by Player
* Improve BufferBuilderStorage names
* Mapped entity rendering methods and classes & options screens
* Fixed Knit's issues and implemented liach's suggestions
* Removed strange leftover obf stubs (I blame Knit)
* Mapped some more stuff from AnimalModel
* Adapt some stuff from Runemoro
* Some more Runemoro
* Another two fixes
* Unmap unobfuscated mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Shorten dragon
by liach
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Shorten biped model
by liach
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Shorten another biped model
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Begin 19w34a mappings
* more stuff
* More stuff
* stuff
* stuff again
* Update EntityRenderer.mapping
* x
* Finish mapping and modify BeeEntity, name string damagesource, map bee model
* Fix typo in class_1282 method 21748
* Update BeeEntity.mapping
* Update BeeHiveBlockEntity.mapping
* more stuff
* Stuff
* more stuff
* even more stuff
* removed an accidental thing
* stuff 4: electric boogaloo
* Update BlockState.mapping
* Stuff VI: The Search for Stuff V
* Update NativeImage.mapping
* removed things already mapped by Rune's PR
Namely `net/minecraft/realms/YesNoScreen' (`com/mojang/realmsclient/gui/screens/RealmsConfirmScreen` in Rune's PR), `net/minecraft/realms/RealmsError' (`com/mojang/realmsclient/client/RealmsError` in Rune's PR), and `net/minecraft/realms/InvalidClientScreen' (`com/mojang/realmsclient/gui/screens/RealmsClientOutdatedScreen` in Rune's PR).
* Stuff: The Final Stuffening
* Stuff: Revengeance
* Stuff Episode IX: Endgame
* Text refactoring + related mappings
* Add a more explicit name for the truncated string getter
* Move Formatting to util package and fully map members
* Advancement#toHoverableText
* Correct mappings in ScoreboardObjective
* Various changes in NbtText and subclasses
* JSONREADER -> JSON_READER
* Shorten TranslatableText argument getter to getArg
* Cleanup mappings in Difficulty class
* Fix Style$Serializer#deserialize json parameter name
* Cleanup some field names in TranslatableText
* More changes to NbtText
* Fix incorrect method name in Texts
* toGreenText -> join
* Use more semantically correct name joinOrdered
* Fix method name in Entity
* Actually fix the method names.. derp