Instead of setting the the values via accessor and calling the handler directly.
This allows mods like ResolutionControl+ to properly resize its internal
framebuffers as well.
The only thing we care about is the framebuffer size, cause that will differ
between game and progress gui rendering. The window size will be the same (real)
size for both.
By simply replacing the private field with a concrete type, so we do not need to
manually register one when constructing the gson instance (which is evidently
too easy to forget about).
Similar to High Quality, it is too unpredictable, sometimes giving bad quality
and sometimes being unbearably slow. We should just encourage everyone to set
their bitrate manually.
Half the reason we swapped the render queue / settings parent relationship was
so we don't need to go through the settings screen to access the queue. But for
some reason I stopped half way through and didn't also move the "You need at
last two keyframes." popup. This commit rectifies that.
Creates a dedicated folder for each video and does not depend on ffmpeg, just
like the EXRWriter (but supporting all MC versions).
Also does 32 bit depth export by chunking the 32-bit float into the 8-bit BGRA
component channels.
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).
Clicking Cancel or Add to Queue does save them but clicking Render does not.
This is caused by the fact that the GuiRenderSettings are now a popup and no
longer their own screen, so to close them, we need to call its close method, not
close the entire screen.
For one, we have already switched to RGBA some time ago, so the name was
technically incorrect already.
But the main reason is that we'll want to use them for depth maps as well (and
potentially maybe even for HDR images if that's possible with canvas?).
Previously you'd access the render queue from the render settings screen which
was arguably the wrong way around (e.g. you weren't able to access the queue
when your current keyframes were incorrect even if you only wanted to render
those in the queue).
Now the render button opens the queue which can open a new settings popup. To
save people who don't need the queue from always having to go through it, the
queue will immediately open a new settings popup if does not yet have any jobs.
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).