Apologies for PR spam, just this one has a couple of changes I was unsure of, so it felt cleaner to split it into something separate:
- I'm a bit conflicted on `.getCollisionShape` - it appears to be used both
for entity collision and determining if a block's side is a "full cube" (and so can have torches placed against or w/e)
- I've renamed `getRenderingState` to `getStateForNeighborUpdate`, though am not 100% it's a good name - it may also perform side effects (mostly scheduling this block to be ticked next thread), so isn't quite a pure getter.
* Block related mappings
* Block related mappings, pt2
* Block related mappings, pt3
* Darnit, it ate my files again
* Unmap BaseFluid#g()Z
* prevState -> oldState
* apply some change suggestions
* Hopefully unmap all local variables
* T data -> T object
* Add RecipeSerializers mappings
* Add class mappings for several items
* Add several BlockSoundGroups
* Add World.getDimension and World.playRecord
* Add a couple of methods to bounding boxes
* A couple of minor mappings for servers
* Some mappings for TextComponent (de)serialization
* A very minor mapping for Polar2f
I'm really unsure about this name, so comments welcome!
* A few mappings for chat
* Basic fluid mappings
* Waterlogged -> Waterloggable, removeChatMessage -> removeMessage
* Polar2f -> Vec2f, setPlayingOverlay -> setRecordPlayingOverlay