Commit Graph

10 Commits

Author SHA1 Message Date
Jonas Herzig
612a90681e Reset camera inventory when no longer spectating (fixes #546) 2021-08-21 15:11:29 +02:00
Jonas Herzig
3f2456ba65 Use GameRenderer.render instead of renderWorld, improves compat
In particular, Iris updates its frame counter and timer in the outer method, so
if we only call the inner one, then its shadows and sky will not update
properly.
Since the render method also renders the GUI, we set the current screen to null
and cancel the HUD during rendering. MC also clears the depth before rendering
the HUD, which we don't want because it breaks the depth map export, so we
cancel that as well.

This also allows Vanilla post-processing (aka Super Secret Settings, aka Vanilla
Shaders) as well as entity outlines to function properly cause those are applied
in that method as well.
Should have done this a long time ago but better late than never.

Closes #321
2021-07-01 14:05:52 +02:00
Jonas Herzig
cfb9e15b8a Make use of new @Pattern feature to centralize version-aware code
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).
2021-03-14 12:12:51 +01:00
Jonas Herzig
da16b0fb78 Add 1.14.4 <> 1.12.2 mapping for Option <> GameSettings.Options 2021-02-28 09:52:19 +01:00
Jonas Herzig
87b55e187c Replace a few //#if statements with mapping file entries 2021-02-28 09:52:19 +01:00
Jonas Herzig
fbf53d3842 Add option to use night vision for full brightness (closes #315) 2020-08-29 10:34:12 +02:00
Jonas Herzig
ab2b89f838 Add per-server overwrite for auto-recording setting (closes #313) 2020-08-28 18:31:25 +02:00
Jonas Herzig
244aeb244f Fix incorrect 1.14.4-forge to 1.12.2 mapping
This causes the reverse conversion to incorrect results again but I cannot
currently be bothered to fix that.
2020-05-23 23:24:24 +02:00
Jonas Herzig
d1ff98c76a Fix 1.12.2 to 1.14.4-forge conversion 2020-05-23 20:13:54 +02:00
Jonas Herzig
8bc0b0a4df Update preprocessor and replace 1.13.2 subproject with 1.14.4-forge
The new preprocessor version brings first-party support for fabric, in
particular for automatically fetching mappings loom and for
automatically remapping between MC versions via intermediary mappings.
This will come in handy when updating to 1.15.

It also supports automatic remapping between fabric and forge on the
same MC version (by going mcp<->srg<->mojang<->intermediary<->yarn).
Therefore this commit replaces the previous 1.13.2 (forge) subproject
with a 1.14.4-forge one. Instead of manually providing full mappings for
1.14.4-fabric to 1.13.2-forge and partial (classes) for 1.13.2-forge to
1.12.2-forge, we now only need partial (classes) for 1.12.2-forge to
1.14.4-forge and preprocessor will take care of the forge to fabric
step (in fact, our mapping file for that is currently completely empty).

In an attempt to write an IDE (IntelliJ) plugin for quicker and easier
working with the preprocessor (e.g. immediately mapping single files
from within the IDE, jumping between different versions for the same
file), the preprocessor gradle plugin declaration now requires you to
explicitly specify variables in the common.gradle and the overall
relationship between projects in the build.gradle (latter is required
anyway, so the plugin can know where it should map between forge and
fabric and which subprojects are which versions).
Since that necessitated some changes to the build.gradle file, I took
the opportunity to convert it to Kotlin. As such we now also use
Gradle's newer plugin-block with the pluginManagement-block instead of
manually declaring buildScript (not for the common.gradle though), which
imo is nicer anyway and comes with various advantages (see gradle docs).

There were also some remapping bugs fixed and some new ones
introduced (e.g. manually declared inner class mappings seem to no
longer function properly under certain conditions).
There's also support for remapping Kotlin now. Just saying.
2020-01-12 23:34:10 +01:00