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Compat - NEID ASM Version (1.4.6 compatible) #26

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wants to merge 240 commits into from
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Compat - NEID ASM Version (1.4.6 compatible) #26

wants to merge 240 commits into from

Commits on Sep 18, 2023

  1. Merge in NotFine

    mitchej123 committed Sep 18, 2023
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Commits on Sep 20, 2023

  1. Add Shaders button to NotFine's video options

    Small refactors
    mitchej123 committed Sep 20, 2023
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Commits on Sep 23, 2023

  1. First pass at merging ArchaicFix

    * start removing unsupported mods/non rendering fixes
    mitchej123 committed Sep 23, 2023
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Commits on Sep 24, 2023

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  2. Address mixin conflicts, disable threaded chunk updates as the curren…

    …t Shaders implementation isn't threadsafe
    mitchej123 committed Sep 24, 2023
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Commits on Oct 5, 2023

  1. Misc -

    Add credits
    Update mcmod.info
    Update buildscript, use Primitive collections as a dep instead of directly including it
    Fewer static imports
    mitchej123 committed Oct 5, 2023
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Commits on Oct 7, 2023

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Commits on Oct 19, 2023

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Commits on Oct 21, 2023

  1. Shaderpacks now load

    mitchej123 committed Oct 21, 2023
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Commits on Oct 23, 2023

  1. Neuter ShaderMod, start using Iris

    * Mixins
    * Fix drawBuffers() & bufferStorage() to use direct allocted buffers
    
    Swap out GTNH MixinExtras with base
    mitchej123 committed Oct 23, 2023
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Commits on Oct 29, 2023

  1. Fixes

    * BSL_v7.1.04.1_Neon now "loads"
    * Move camera/fog/clear color/blend mixins to Iris and hook into the state update notifiers
    * First pass at getting Depth & Color Buffers setup
    * Implement required MatrixStack/PoseStack functionality
    * Debugging information about uniforms and their locations to help track down non implemented uniforms
    * More int[] -> IntBuffer
    * Camera Uniforms should now work
    * More CapturedRenderingState
    mitchej123 committed Oct 29, 2023
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Commits on Oct 30, 2023

  1. Add ASM for GLStateManager

    * ComplementaryShaders_v4.6 now loads
    mitchej123 committed Oct 30, 2023
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  2. Loosen TransformerExclusion

    Also take a stab at blacklisting via the transformer itself...
    mitchej123 committed Oct 30, 2023
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Commits on Oct 31, 2023

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  2. More robust GLStateManagerTransformer

    * Handles non GL11 functions
    * Now correctly runs after Mixins, but before LWJGL3ify
    
    GLStateManager updates:
    * glEnable/glDisable intercepting
    * Add BlendState
    mitchej123 committed Oct 31, 2023
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  3. More GLStateManager

    * AlphaState, DepthState, CullState, GLColorMask
    mitchej123 committed Oct 31, 2023
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  4. More GLStateManager

    * TextureState[] & activeTexture
    mitchej123 committed Oct 31, 2023
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Commits on Nov 1, 2023

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Commits on Nov 3, 2023

  1. Progress

    * Stop running ShaderMod Mixins, but leave them around as reference points for where to inject.  Document relations w/ TODOs
    * Reorganize shaders mixins
    * Updated GLDebug
    mitchej123 committed Nov 3, 2023
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  2. Progress

    * Add Common & ClientProxy
    * Less spammy GLStateManagerTransformer
    * Get the color texture ID from the main framebuffer
    mitchej123 committed Nov 3, 2023
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Commits on Nov 4, 2023

  1. formatting

    mitchej123 committed Nov 4, 2023
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  2. Move compat

    mitchej123 committed Nov 4, 2023
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Commits on Nov 5, 2023

  1. Update buildscript

    glowredman authored and mitchej123 committed Nov 5, 2023
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  2. Make required mixin ctors private

    glowredman authored and mitchej123 committed Nov 5, 2023
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  3. Remove dead code

    glowredman authored and mitchej123 committed Nov 5, 2023
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  4. Add generics

    glowredman authored and mitchej123 committed Nov 5, 2023
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  5. Use @Share / @Local

    glowredman authored and mitchej123 committed Nov 5, 2023
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  6. Misc cleanup

    glowredman authored and mitchej123 committed Nov 5, 2023
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  7. Re-add undead code

    glowredman authored and mitchej123 committed Nov 5, 2023
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  9. 1.7.10ify

    mitchej123 committed Nov 5, 2023
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Commits on Nov 6, 2023

  1. More 1.7.10ify

    mitchej123 committed Nov 6, 2023
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Commits on Nov 8, 2023

  1. 1.7.10ify & Shims

    mitchej123 committed Nov 8, 2023
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Commits on Nov 9, 2023

  1. Client boots and logs into world

    * Mixins to start SodiumWorldRenderer & ChunkStatusListener
    * Disable Iris GLStateManager enhancements if not initialized; should move these to inject when Iris is enabled
    * Disable NF/AF mixins for now
    * Temporary RenderLayer/Phase
    * Switch up some mappings on some things
    * Swap out accidently cofh MathHelper import...
    mitchej123 committed Nov 9, 2023
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  2. Sodium Renderer

    * Add semi working Camera replacement
    * Start overriding SortAndRender (drawChunkLayer) and clipRenderersByFrustum (updateChunks) - obviously not working yet
    mitchej123 committed Nov 9, 2023
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  3. Client World Loads (doesn't properly render)

    * GLStateManager FogState & methods
    mitchej123 committed Nov 9, 2023
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Commits on Nov 10, 2023

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Commits on Nov 12, 2023

  1. Progress

    * Starting migrating away from Sodium's usage of BlockState
    * Angelica mixin to grab Camera position, as well as projection & model view matricies in RenderingState.INSTANCE
    * Mixins to start running scheduleRebuildForBlockArea
    * Switch GLShader Identifier to ResourceLocation
    * Use RenderState's projection matrix for GameRendererContext
    * undo some javadoc refactor silly
    mitchej123 committed Nov 12, 2023
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  4. ClonedChunkSection work

    * Clone the relevant ExtendedBlockStorage bits
    * Fix multiDrawArraysIndirect
    mitchej123 committed Nov 12, 2023
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  5. Improvements to ClonedChunkSection

    * Use ExtendedBlockStorageExt instead of copying the internals
    mitchej123 committed Nov 12, 2023
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Commits on Nov 13, 2023

  1. misc blockstate

    mitchej123 committed Nov 13, 2023
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Commits on Nov 17, 2023

  1. Progress - "Something" renders!

    * Borrow some tesselator -> Quad code from Neodymium - Still todo - adapt properly and give credit
    * Fix copying chunk data... stop copying LSBArray from itself, to itself 🤦
    * Add Threaded Tesselator support (heavily inspired/borrowed from ArchaicFix).  Still a WIP
    * Not sure if it's necessary, but do a postLoadChunk instead of loadChunk (which on later versions is loadChunkFromPacket)
    * Copy blockRefCount so a chunk section doesn't think it's empty.  Could also rebuild, but this.
    * Use renderBlocks(), capture tesselator data, and attempt to convert it to quads for use in sodium rendering
    mitchej123 committed Nov 17, 2023
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  3. Fix quad coordinate offsets

    makamys committed Nov 17, 2023
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  5. Fix textures not rendering

    makamys committed Nov 17, 2023
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  6. Use quad colors

    makamys committed Nov 17, 2023
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  7. ThreadedTessellator -> RenderBlocks instance Tessellator

    * Plus a CME workaround until I can figure out why it's happening
    mitchej123 committed Nov 17, 2023
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  9. Add AF's Tessellator#reset mixin

    Fixes screen flashing when chunks are being built
    makamys committed Nov 17, 2023
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  10. Thread Saftey

    * Make each tesselator use its own ByteBuffer
    * Don't make RecyclingList a static variable 🤦
    * Add some additions via ITessellatorInstance
    mitchej123 committed Nov 17, 2023
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  11. Small fixes

    * Stop using builtin updateRenderers
    * Remove a few unused things in MixinTessellator
    * Remove useless casting due to implementing the interface
    mitchej123 committed Nov 17, 2023
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Commits on Nov 18, 2023

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  3. Implement IBlockAccess on WorldSlice

    * Currently just proxies to the World... need to get it to use the local cache
    mitchej123 committed Nov 18, 2023
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  4. Make WorldSlice use its copied values instead of using the world

    * block, meta, and light.  Still need TODO biome
    * Start removing unused items from BlockRenderView
    mitchej123 committed Nov 18, 2023
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  5. Finish making WorldSlice thread safe

    * Remove last unsafe this.world accesses
    * Copy biomeData
    * Implement getTileEntity(), and getBiomeGenForCoords()
    * Remove unused 1.16+ classes - Biome, Colorizer, and ColorBlender related
    mitchej123 committed Nov 18, 2023
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  7. Debug Screen updates

    mitchej123 committed Nov 18, 2023
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  9. Tessellator Updates

    * Use one instance on the main thread, and individual instances on every other thread
    * Prevent draw() and buffer.reset() on non singleton instance
    mitchej123 committed Nov 18, 2023
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  10. Misc cleanup

    mitchej123 committed Nov 18, 2023
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Commits on Nov 19, 2023

  1. Disable multidraw

    embeddedt committed Nov 19, 2023
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Commits on Nov 20, 2023

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Commits on Nov 21, 2023

  1. Fixing splash screen and GUI issues by excluding SplashProgress from …

    …GLStateManager transformer
    Cardinalstars committed Nov 21, 2023
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  2. Update docs

    mitchej123 committed Nov 21, 2023
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Commits on Nov 22, 2023

  1. TileEntites now render

    mitchej123 committed Nov 22, 2023
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  2. Update deps

    ah-OOG-ah authored and mitchej123 committed Nov 22, 2023
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  3. Less silly transparency

    mitchej123 committed Nov 22, 2023
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  4. Fixing a one line in SodiumWorldRenderer that allows the game setting…

    … for the distance at which entities will render. Hope it's not too bad mitch :)
    Cardinalstars committed Nov 22, 2023
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  7. misc cleanup

    mitchej123 committed Nov 22, 2023
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  9. Fix entity smooth lighting

    ah-OOG-ah authored and mitchej123 committed Nov 22, 2023
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Commits on Nov 23, 2023

  1. Better grow buffer

    mitchej123 committed Nov 23, 2023
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  2. Update README.MD

    mitchej123 committed Nov 23, 2023
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  3. Fix lerp uses and use render layers properly (#17)

    * Remove some uses of blockstate + patch FluidState
    
    * Fix lerp
    
    * Update FluidRenderer.java
    
    * Enable Sodium fluid rendering
    
    * Update FluidRenderer.java
    
    * Temporarily disable Sodium fluid rendering
    ah-OOG-ah authored Nov 23, 2023
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  4. Rewind buffers when copying

    embeddedt committed Nov 23, 2023
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  5. Fix multidraw

    embeddedt committed Nov 23, 2023
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  6. Force cutout on all non-translucent blocks

    Matches vanilla
    embeddedt committed Nov 23, 2023
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  7. Revert "Disable multidraw"

    This reverts commit bbe1aba.
    embeddedt committed Nov 23, 2023
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  9. Things

    embeddedt committed Nov 23, 2023
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  11. Fix skylight handling

    embeddedt committed Nov 23, 2023
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  12. Fix flickering

    embeddedt committed Nov 23, 2023
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  13. Clone TEs correctly

    embeddedt committed Nov 23, 2023
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  15. Use lwjgl3ify 1.5.3

    mitchej123 committed Nov 23, 2023
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  17. Buff max render distance to 32

    Pretty useless since the integrated server stalls instantly, but
    our renderer supports it
    embeddedt committed Nov 23, 2023
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  18. Fix fog

    embeddedt committed Nov 23, 2023
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  20. Implement entity culling

    embeddedt committed Nov 23, 2023
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Commits on Nov 24, 2023

  1. Block face culling

    embeddedt committed Nov 24, 2023
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  2. Re-enable occlusion culling

    embeddedt committed Nov 24, 2023
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  3. Fix x/z coordinate mixup when indexing biome arrays

    Partially fixes wrong biome colors, but at chunk edges it's still wrong because
    neighboring chunks aren't accessed
    makamys committed Nov 24, 2023
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  4. Make a copy of biome data

    The old code seemed to work fine but this should be safer
    makamys committed Nov 24, 2023
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  5. Make CompatMemoryUtil#memReallocDirect preserve buffer position

    LWJGL3's MemoryUtil#memRealloc does this, see its javadoc.
    
    Fixes screen flashing and this error getting printed when indirect buffer grows:
    GL_INVALID_OPERATION error generated. Bound draw indirect buffer is not large enough.
    makamys committed Nov 24, 2023
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  6. Use biome data of neighboring chunk sections

    Fixes wrong colors at chunk edges
    makamys committed Nov 24, 2023
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  7. Re-enable fog culling

    embeddedt committed Nov 24, 2023
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  8. Tile entity culling

    embeddedt committed Nov 24, 2023
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  10. Massive code cleanup

    embeddedt committed Nov 24, 2023
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  12. Add back flip check

    * Avoids errors when usin lwjglxdebug
    mitchej123 committed Nov 24, 2023
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  13. Bump hodgepodge dep

    mitchej123 committed Nov 24, 2023
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  14. Bump hodgepodge dep

    mitchej123 committed Nov 24, 2023
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  15. Add AngelicaConfig

    * Add Mixin to disable MC's builtin checkGLError
    * Add configs for iris/sodium
    mitchej123 committed Nov 24, 2023
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  16. Bump lwjgl3ify & Update README credits

    * Add the commits where code was used from
    mitchej123 committed Nov 24, 2023
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  17. A few (minor) README adjustments (#19)

    * Update README.MD
    Radk6 authored Nov 24, 2023
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  18. Iris work

    * Move some StateNotifiers to GLStateManager
    * Remove some redundant mixins based on sodium/angelica work and rendering state captures
    * Add Iris DebugScreenHandler
    mitchej123 committed Nov 24, 2023
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Commits on Nov 25, 2023

  1. Implemented Sodium's GUI and a couple of setting fixes (#20)

    * Ported Sodium's GUI
    
    * Correct AO
    
    * Fixed Vignette
    Asek3 authored Nov 25, 2023
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  2. Re-enable DirectMemoryAccess

    * Adds some code from lwjgl3 in CompatMemoryUtil.java
    * Re-add *Unsafe classes
    mitchej123 committed Nov 25, 2023
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  3. Remove MixinWorldRenderer

    embeddedt committed Nov 25, 2023
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  4. Add NEID (mixin pr) support

    Caedis committed Nov 25, 2023
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  5. Fix wildcard imports

    mitchej123 committed Nov 25, 2023
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  6. Iris.MODNAME

    mitchej123 committed Nov 25, 2023
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  7. Only shadow runtime module of antlr4

    Reduces jar size by 11 mb
    makamys committed Nov 25, 2023
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  8. More blockstate removal + basic Sodium FluidRenderer (#21)

    If you actually want to work on it, pass -Dsodium.enableFluidRenderer=true
    ah-OOG-ah authored Nov 25, 2023
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  9. Update NotFine

    jss2a98aj committed Nov 25, 2023
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  11. Options GUI Fixes and some option implementations (#22)

    * Correct useNoErrorGLContext option
    
    * Added translucency sorting option
    
    * Implemented Particle Culling
    
    gives real fps boost, however, it's not as big as i thought
    
    * Begin implementing animateOnlyVisibleTextures
    
    * Correct Donation page opening
    
    * Fixed Shift + P
    
    Now it uses NotFine's GUI, but it think that NotFine's GUI should be rewrited for using other config options
    
    * Added Shaders button
    
    * Correct URL's for Linux
    
    * second code cleanup in particle culling
    Asek3 authored Nov 25, 2023
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  15. Implement more options (#23)

    Asek3 authored Nov 25, 2023
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Commits on Nov 26, 2023

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  6. Fix incorrect variable name

    embeddedt committed Nov 26, 2023
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  7. Redirect glColor3f

    embeddedt committed Nov 26, 2023
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  8. AF, CompileStubs, and SplashProgress

    Remove most of ArchaicFix
    * Move a few mixins over to angelica
    * Keep AF's Config classes for now
    
    Remove CompileStubs
    * Comment out anything using them (shadersmod)
    
    SplashProgress - Stop errors
    * Disable if org.lwjgl.util.Debug is set
    * Only enable Iris/lwjgl debug callbacks if org.lwjgl.util.Debug is set
    mitchej123 committed Nov 26, 2023
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  12. Remove compile stubs and compat mixins

    (Can reintroduce them when Iris is wired up, if needed)
    mitchej123 committed Nov 26, 2023
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  14. Iris work

    * More CompatMemoryUtil functions
    * Fix Sodium GLProgram to use ResourceLocation instead of Identifier
    * rm GUI options for now
    mitchej123 committed Nov 26, 2023
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  18. Finish Sodium Fluid Renderer (#24)

    * Get icon sanely
    
    * Update WorldSlice.java
    
    * Update SodiumConfig.java
    
    oops
    
    * Init and pass Sodium LightPipelines
    
    * Update FluidRenderer.java
    
    actually save the lpp
    
    * Remove registry lookup and refactor WorldUtil
    
    * Hook up lighting pipeline
    
    * Patch fluid velocity
    
    * Update WorldUtil.java
    
    oops
    
    * It's alive! Sodium Fluid Renderer is alive!
    ah-OOG-ah authored Nov 26, 2023
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Commits on Nov 27, 2023

  1. use ClassConstantPoolParser in TessellatorTransformer to speed up sea…

    …rch for Tessellator references
    Alexdoru committed Nov 27, 2023
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  2. use ClassConstantPoolParser in GLStateManagerTransformer to speed up …

    …search for class references
    Alexdoru committed Nov 27, 2023
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  7. Fix running with lwjgl debug flag & Cleanup old ShadersMod transformers

    * Initialize GLStateManager via Mixins instead of all in the static block
    * Exclude two known safe methods from the GLStateManager check (startGame & intializeTextures)
    mitchej123 committed Nov 27, 2023
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  10. Add chunks to queues without going through occlusion culler

    Partially reverts the previous chunk tracking commit, because
    that logic will reintroduce CaffeineMC/sodium#605
    
    As long as we only rebuild with neighbors present, we shouldn't
    see the visual seams
    embeddedt committed Nov 27, 2023
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  11. Correct air checking

    Asek3 committed Nov 27, 2023
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  14. add flag -Dangelica.dumpClass to dump the classes transformed by the …

    …RedirectorTransformer
    Alexdoru committed Nov 27, 2023
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Commits on Nov 28, 2023

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  2. directly redirect certain glEnable/Disable calls to the appropriate m…

    …ethod in GLStateManager
    Alexdoru committed Nov 28, 2023
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  4. Fix silly

    mitchej123 committed Nov 28, 2023
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  5. Use factory for Spdium menu createElement outputs

    This will allow NotFine to use Sodium menu elements and vice versa in a future commit.
    jss2a98aj committed Nov 28, 2023
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  7. Splash Screen Compat

    * Hacky workaround for glDepthFunc not being applied properly after splash
    * better glColor() support with helper function. (Still not complete)
    mitchej123 committed Nov 28, 2023
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Commits on Nov 29, 2023

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  2. glBlendFuncSeparateEXT

    mitchej123 committed Nov 29, 2023
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  6. 1 Configuration menu
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  7. Don't use MODE_GUI_BACKGROUND twice

    oops
    jss2a98aj committed Nov 29, 2023
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Commits on Nov 30, 2023

  1. Add grass quality

    embeddedt committed Nov 30, 2023
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  5. allow methods redirected by RedirectorTransformer to have a separate …

    …name to handle obfuscation but not only
    Alexdoru committed Nov 30, 2023
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  6. redirect all OpenGlHelper.glBlendFunc and other blend fonction call t…

    …o the same blend fonction in GLStateManager
    Alexdoru committed Nov 30, 2023
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  8. add config for HUDCaching

    Alexdoru committed Nov 30, 2023
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  9. Track thread that currently owns the GL Context in addition to the ma…

    …in thread.
    
    * Log instead of crash, for now
    mitchej123 committed Nov 30, 2023
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  10. First pass over FontRenderer, 1300->1400 FPS on my GPU when showing F3

    Done:
     - A batching vertex buffer builder for font output
     - Reduction in drawcalls from 1-3 per character to 1 per font atlas switch
     - Mixin to draw the entire F3 screen in one batch, instead of separate batches per line
    TODO:
     - Switch drawing to a VBO
     - Cache string meshes across frames
     - Cache string width calculations used for layouts
     - Multidraw to reduce draw calls even further
    eigenraven committed Nov 30, 2023
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Commits on Dec 1, 2023

  1. Make block bounds fields thread-safe

    TODO: Check if this impacts performance
    embeddedt committed Dec 1, 2023
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  3. State Tracker Enhancements

    * Keep track of inGLNewList
    * Clear binding on delete texture
    * Push/Pop Attrib Hacks -- to be evolved later
    mitchej123 committed Dec 1, 2023
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  4. ayfkm

    mitchej123 committed Dec 1, 2023
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  5. Fix double initialization that occasionally caused a race condition

    Why it happened:
    - setWorldAndLoadRenderers has a hook at the beginning that initializes Sodium
      if it hasn't been already
    - loadRenderers has a hook at the end that always initializes Sodium
    - setWorldAndLoadRenderers calls loadRenderers at the end
    
    This caused a race condition sometimes because Sodium's thread scheduler is not
    prepared to be able to stop the instant after it has started.
    
    The issue was resolved by moving the setWorldAndLoadRenderers hook to the end of
    the method (the same place as it is in Sodium/Embeddium 1.16)
    makamys committed Dec 1, 2023
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  6. Don't shadow jetbrains annotations

    No reason to since it's a compile-time dep. Fixes ASMModParser yelling about
    module-info.class
    makamys committed Dec 1, 2023
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  7. Fix checkstyle violation

    makamys committed Dec 1, 2023
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Commits on Dec 2, 2023

  1. Dirty bits

    mitchej123 committed Dec 2, 2023
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  4. Add basic dependency info

    mitchej123 committed Dec 2, 2023
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  5. Only when iris is enabled

    mitchej123 committed Dec 2, 2023
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  7. HUDCaching tweaks

    * Add license
    * Register the events from the angelica clientproxy to avoid registration errors
    mitchej123 committed Dec 2, 2023
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Commits on Dec 3, 2023

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  4. Add another onTexImage2D overload.

    * Unclear if needed, but can remove it later if it's not
    mitchej123 committed Dec 3, 2023
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Commits on Dec 4, 2023

  1. Non working Iris WIP

    mitchej123 committed Dec 4, 2023
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Commits on Dec 5, 2023

  1. Iris Progress

    mitchej123 committed Dec 5, 2023
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Commits on Dec 6, 2023

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  3. Deprecate everything in compat.mojang

    * We'll need to replace, remove, or rewrite these
    * It's also likely silently hiding something that's preventing the Iris backport from rendering anything useful
    mitchej123 committed Dec 6, 2023
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Commits on Dec 7, 2023

  1. Misc cleanup

    mitchej123 committed Dec 7, 2023
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  2. No more running client things on the server

    * Why would someone run Angelica on a server?
    mitchej123 committed Dec 7, 2023
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  4. More code cleanup

    mitchej123 committed Dec 7, 2023
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  6. Shaders now do something!

    mitchej123 committed Dec 7, 2023
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  7. formatting

    mitchej123 committed Dec 7, 2023
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  8. Initialize MatrixStack with model-view matrix

    Fixes Iris camera transform
    makamys committed Dec 7, 2023
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Commits on Dec 8, 2023

  1. Shadow Pass work

    * First shadow pass renders; however it moves all around when moving the camera...
    * Second shadow pass not running because it makes everything very very dark instead of just rendering translucents
    mitchej123 committed Dec 8, 2023
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  3. initial asm neid compat

    Caedis committed Dec 8, 2023
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  4. fully implement

    Caedis committed Dec 8, 2023
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  5. clean up

    Caedis committed Dec 8, 2023
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