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Compat - NEID ASM Version (1.4.6 compatible) #26
Commits on Sep 18, 2023
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Commits on Sep 20, 2023
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Commits on Sep 23, 2023
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First pass at merging ArchaicFix
* start removing unsupported mods/non rendering fixes
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Commits on Sep 24, 2023
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Address mixin conflicts, disable threaded chunk updates as the curren…
…t Shaders implementation isn't threadsafe
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Commits on Oct 5, 2023
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Add credits Update mcmod.info Update buildscript, use Primitive collections as a dep instead of directly including it Fewer static imports
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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
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Commits on Oct 23, 2023
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Neuter ShaderMod, start using Iris
* Mixins * Fix drawBuffers() & bufferStorage() to use direct allocted buffers Swap out GTNH MixinExtras with base
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Commits on Oct 29, 2023
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* 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
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Commits on Oct 30, 2023
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Also take a stab at blacklisting via the transformer itself...
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Commits on Oct 31, 2023
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More robust GLStateManagerTransformer
* Handles non GL11 functions * Now correctly runs after Mixins, but before LWJGL3ify GLStateManager updates: * glEnable/glDisable intercepting * Add BlendState
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* AlphaState, DepthState, CullState, GLColorMask
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Commits on Nov 1, 2023
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Commits on Nov 3, 2023
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* Stop running ShaderMod Mixins, but leave them around as reference points for where to inject. Document relations w/ TODOs * Reorganize shaders mixins * Updated GLDebug
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* Add Common & ClientProxy * Less spammy GLStateManagerTransformer * Get the color texture ID from the main framebuffer
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Commits on Nov 4, 2023
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Commits on Nov 5, 2023
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Commits on Nov 6, 2023
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Commits on Nov 8, 2023
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Commits on Nov 9, 2023
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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...
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* Add semi working Camera replacement * Start overriding SortAndRender (drawChunkLayer) and clipRenderersByFrustum (updateChunks) - obviously not working yet
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Client World Loads (doesn't properly render)
* GLStateManager FogState & methods
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Commits on Nov 10, 2023
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Commits on Nov 12, 2023
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* 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
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* Clone the relevant ExtendedBlockStorage bits * Fix multiDrawArraysIndirect
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Improvements to ClonedChunkSection
* Use ExtendedBlockStorageExt instead of copying the internals
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Commits on Nov 13, 2023
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Commits on Nov 17, 2023
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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
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ThreadedTessellator -> RenderBlocks instance Tessellator
* Plus a CME workaround until I can figure out why it's happening
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Add AF's Tessellator#reset mixin
Fixes screen flashing when chunks are being built
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* Make each tesselator use its own ByteBuffer * Don't make RecyclingList a static variable 🤦 * Add some additions via ITessellatorInstance
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* Stop using builtin updateRenderers * Remove a few unused things in MixinTessellator * Remove useless casting due to implementing the interface
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Commits on Nov 18, 2023
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Implement IBlockAccess on WorldSlice
* Currently just proxies to the World... need to get it to use the local cache
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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
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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
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* Use one instance on the main thread, and individual instances on every other thread * Prevent draw() and buffer.reset() on non singleton instance
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Commits on Nov 19, 2023
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Commits on Nov 20, 2023
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Commits on Nov 21, 2023
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Fixing splash screen and GUI issues by excluding SplashProgress from …
…GLStateManager transformer
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Commits on Nov 22, 2023
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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 :)
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Merge branch 'the-mergening-sodium' of https://github.com/GTNewHorizo…
…ns/Angelica into the-mergening-sodium
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Commits on Nov 23, 2023
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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
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Buff max render distance to 32
Pretty useless since the integrated server stalls instantly, but our renderer supports it
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Commits on Nov 24, 2023
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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
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The old code seemed to work fine but this should be safer
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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.
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Use biome data of neighboring chunk sections
Fixes wrong colors at chunk edges
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* Add Mixin to disable MC's builtin checkGLError * Add configs for iris/sodium
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Bump lwjgl3ify & Update README credits
* Add the commits where code was used from
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* Move some StateNotifiers to GLStateManager * Remove some redundant mixins based on sodium/angelica work and rendering state captures * Add Iris DebugScreenHandler
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Commits on Nov 25, 2023
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Implemented Sodium's GUI and a couple of setting fixes (#20)
* Ported Sodium's GUI * Correct AO * Fixed Vignette
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* Adds some code from lwjgl3 in CompatMemoryUtil.java * Re-add *Unsafe classes
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More blockstate removal + basic Sodium FluidRenderer (#21)
If you actually want to work on it, pass -Dsodium.enableFluidRenderer=true
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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
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Commits on Nov 26, 2023
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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
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Rewrite Tessellator hacks - now using a ThreadLocal instead of only p…
…atching RenderBlocks
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Remove compile stubs and compat mixins
(Can reintroduce them when Iris is wired up, if needed)
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* More CompatMemoryUtil functions * Fix Sodium GLProgram to use ResourceLocation instead of Identifier * rm GUI options for now
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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!
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Commits on Nov 27, 2023
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use ClassConstantPoolParser in TessellatorTransformer to speed up sea…
…rch for Tessellator references
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use ClassConstantPoolParser in GLStateManagerTransformer to speed up …
…search for class references
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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)
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Clean up chunk load/unload tracking, fix chunks rendering without nei…
…ghbors sometimes
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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
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add flag -Dangelica.dumpClass to dump the classes transformed by the …
…RedirectorTransformer
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directly redirect certain glEnable/Disable calls to the appropriate m…
…ethod in GLStateManager
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Use factory for Spdium menu createElement outputs
This will allow NotFine to use Sodium menu elements and vice versa in a future commit.
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* Hacky workaround for glDepthFunc not being applied properly after splash * better glColor() support with helper function. (Still not complete)
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1
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Don't enable NotFine features by default until Sodium & Iris are full…
…y working in isolation
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allow methods redirected by RedirectorTransformer to have a separate …
…name to handle obfuscation but not only
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redirect all OpenGlHelper.glBlendFunc and other blend fonction call t…
…o the same blend fonction in GLStateManager
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Track thread that currently owns the GL Context in addition to the ma…
…in thread. * Log instead of crash, for now
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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
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Make block bounds fields thread-safe
TODO: Check if this impacts performance
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* Keep track of inGLNewList * Clear binding on delete texture * Push/Pop Attrib Hacks -- to be evolved later
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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)
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Don't shadow jetbrains annotations
No reason to since it's a compile-time dep. Fixes ASMModParser yelling about module-info.class
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* Add license * Register the events from the angelica clientproxy to avoid registration errors
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Add another onTexImage2D overload.
* Unclear if needed, but can remove it later if it's not
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Wire up more Iris mixins, informing pipeline stages. Still not render…
…ing anything visible.
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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
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No more running client things on the server
* Why would someone run Angelica on a server?
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Remove some deprecated code, and remove some deprecations that don't …
…need immediate cleanup
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Initialize MatrixStack with model-view matrix
Fixes Iris camera transform
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* 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
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