That is, most of the business code should not be aware that it is being compiled
to multiple versions even when it heavily interacts with MC, preprocessor
statements should be an escape hatch, not the norm.
Similarly, code should not be forced to do `MCVer.getWindow(mc)` instead of the
much more intuitive `mc.getWindow()`, and a new preprocessor (technically remap)
feature makes this possible by defining "search and replace"-like patterns (but
smarter in that they are type-aware) in one or more central places (the
"Patterns.java" files) which then are applied all over the code base.
In a way, this is another step in the automatic back-porting process where
preprocessor statements are used when we cannot yet do something automatically.
Previously we "merely" automatically converted between different mapping, this
new feature now also allows us to automatically perform simple refactoring
tasks like changing field access to a getter+setter (e.g. `mc.getWindow()`), or
changing how a method is called (e.g. `BufferBuilder.begin`), or changing a
method call chain (e.g. `dispatcher.camera.getYaw()`), or most other
search-and-replace-like changes and any combination of those.
The only major limitation is that the replacement itself is not smart, so
arguments must be kept in same order (or be temporarily assigned to local
variables which then can be used in any order).
Removes the need for //#if statements on each and every event handler.
Instead we now always use the equivalent Callback and have one central 1.12.2
class which forwards Forge events to the callbacks.
This bug was introduced when we started to record the login phase because it
contains the UUID of the local player. In the replay case this will be the UUID
of the camera entity but also the one of the recording player, so if the
recording player despawns while it is being spectated (e.g. because of a
backwards jump), then the camera snaps onto itself and gets stuck in place until
one presses Shift.
In particular, we now position it relative to the realms (fallback to
multiplayer) button.
This removes the need for special-casing ModMenu and fixes compatibility with
Better Mod Button.
The texture of this button is based on the settings button of the ModMenu mod
and was originally under the MIT license "Copyright (c) 2018-2020 Prospector".
The derived version is licensed as any other file in this repository.
Previously pressing F1 while the replay gui is focused (i.e. while the mouse is
visible) would toggle the global hudHidden state.
Now it only toggles the hidden state for the replay itself, allowing the
remainder to still be recorded with e.g. OBS where a full render isn't needed.
Basically the result of the Delombok function, except we use IntelliJ's equals,
hashCode and toString and don't re-organize imports (cause that breaks the
preprocessor) and a bunch of manual cleanup was necessary (and half the classes
weren't even converted).