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.
The previous one, blue with no shadow, had horrible contrast with the button
background and did not fit well with any of the other buttons.
Now it does (except that it's not yet in the 20-pixel width/height style).
Since MC provides no reliable way to get the connection while still in the login
phase, Fabric API tries to determine it either from MinecraftClient's connection
field (for the integrated server) or from the ConnectScreen (for multiplayer).
However, neither is present during a replay, leading to the aforementioned
error.
To fix this, we store our ClientConnection in MinecraftClient's connection
field. This should have no significant effect on vanilla behavior.
Also remove the dead Forge 1.14 code which was in the same place.
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 happened to already be the case in 1.16.3 (because of another bug), this
commit makes it intentional and consistent across all versions.
Using the empty label over NONE or another label because it doesn't change the
width of the button and therefore fits nicer with all the other buttons.
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.