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getting up to date #18
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diesel fix and inventory sizing additions
- Trains suffocate you less. - Fluids suffocate you more. - Fluids now properly interact with buckets, and can push the player. - Removed a lot of code in the fluid block that doesn't seem needed anymore.
- Trains should now properly keep speed when you let go of the W or S key after holding (or using TC mode) - Paint bucket should now position and scale correctly again.
- movement is slightly more efficient and dramatically more reliable, should fix derail issues on large engines and stock. - Movement speed is a bit more proper on turns and diagonals. - Linking is more reliable and doesn't seem to cause the 'accordion' effect.
- large rework of the logic for how trains/stock position themselves and their bogies. Seems to provide a dramatic improvement to the reliability of all movement. - Trains now move directly through the move method rather than relying on residual velocity calculations, might need to be reverted to prevent instant stops, although the train has it's own residual velocity value, so that can probably be used. Problem for future me. - API update for a hitbox render that was using a depreciated method - readability improvement for bogie logic, it should technically help performance, but realistically not enough to make a difference even at scale.
- more linking reworks. physics aren't changed but consist tracking was, so now the consist list should update correctly when you connect new things, should also be a little better on performance. - Bogie rotations are less sensitive now, should hopefully make them less derpy. - Moved around the GL push/pop stuff for particles, might fix some bugs with lamps and stuff bleeding weird scaling, colors and rotations into bogies. - Fixed a weird offset bug with bogies on items. Maybe made a new one, needs more test subjects. - Fixed a potential crash with the texture manager, it seems to only bother 1.12 but might as well fix it in both.
- Fixed various issues with switch blocks - Fixed an NBT error with the bridge pillar. - Fixed switches and signals constantly trying to play a null sound.
- Better management of which entity is the consist lead, should fix a large degree of consist linking bugs that happen on world/chunk reload
- Track render distance increased - Tracks with identical shapes now share a master displaylist to reduce VRAM use and improve chunkload times. Does not fix invisible track. - Fixed the event manager not always working. - Made some reasonable performance improvements to the event manager, should help CPU load on weaker machines.
- Fixed a reposition bug in trains and stock from the front bogie position fix. - Drag and acceleration now use more static values rather than relying directly on velocity. This removes the scaling of drag at higher speeds, but trying to get the entity velocity when moving corners is heavily unreliable and breaks the system entirley.
- Horns should now be fully functional, with API methods for their ResourceLocation, pitch, and volume. Pitch and volume are floats with 1.0 being 100%. - Added similar methods to horns for running sounds and bell sounds. These aren't used yet. - Added play sound methods to the CommonUtil for more convenient dynamic use of sounds, it's generally just redirects to the vanilla systems, later on they will be redone to add extra features and format support. - Removed ability to spam the horn, to help server performance.
found a case where it jittered weird.
- New method in blocks, hitboxShape() which returns the x/y/z min and max values for the hitbox to simplify interaction with the forge APIs for it. - Fixed transport and signal items breaking the lightmapping of UI's sometimes. - Fixed collisions with the signal block. - cleaned class imports
- dont fall on tall blocks, that won't be fixed soon.
- Fixed a big with item lighting that would break the world lighting sometimes. - Small optimization to signal/switch logic.
- Added a missing feature for rollingstock model to get groups by name. - Added a small quality of life power check for signals that lets you define depth and a single position rather than needing a position for every block of depth.
fixed a render call that would sometimes prevent rendering anything due to nested displaylists.
Fixed a series of bugs with the storage and parsing of block facing values that caused unreliable results.
- Added support for rendering 2D blocks. The function `getIconResource` returns the Resource Location for the texture, null if no 2D texture. The method `force2dItem` can circumstantially force the item to render 2D even when 3d items are enabled. - Train/stock items now 'support' 2D TCCE/TC4 style icons, this only works for the shay currently (picked by RNG), more will come next update. Train/stock items will automatically fallback to the 3D render if no texture is found for the item. - Fixed a large number of position bugs with items in world/hand/item frame/etc. - Fixed several bugs with signal logic.
- Renamed the item sprites, they should be right, but someone should double-check. - Fixed some bugs with rendering the 2d items
- Fixed a lighting bleed from items. - Fixed the creative tab icon being missing. - Fixed a number of position and render effects to lamps.
- Fixed some GUI's not closing with the inventory key (E by default) - Fixed smoke particles spawning at incorrect positions from the host. - Fixed a bug with bogie offsets on items. - Fixed an offset bug with the 440 remaster, which led me to create the previous bug originally.
- Fixed a small bug that caused the rails to inherit biome color - fixed a rotation bug with the signal.
but it probably will. changed the tanker/tender logic to use a more simplified version that the trains use. works better for 1.12.
- Large rework to pathfinding logic, residual velocity is now taken into consideration, slopes work better, trains can handle speeds well over 1000km/h again. The new logic should also improve performance. - Hitboxes now track which one is front and which is back. TODO: - Drag needs to be reworked to fit the new system. - Train acceleration needs to be reworked to fit the new system, for some odd reason throttle position 1 plays by different rules.
- full rework of linking, acceleration, and directional movement logic. -- The new logic now does direction and velocity for linking and motion separate. -- Motion changes are now applied to the entire consist. -- Slope interactions have been fixed, may need rescaling but they at least work now. -- Acceleration is more fluid now, and speed is now fully residual so it's not fully reliant on throttle state. - Fixed a bug with signal blocks that caused them not to detect some forms of redstone signals. - Fixed a bug where models wouldn't update when their skin changed. - Fixed several rotation bugs on slopes. - Fixed an issue where consists didn't reload with the chunk.
should make it a little more reliable, in theory.
hopefully doesn't create more issues than it fixes.
- front bogie seems to be more reliably positioned now, but needs further testing.
more work on the linking and movement logic, this will be right eventually.
- bogie alignment seems to work more or less how it should now, it's a little jittery, but not enough to tell unless you're actually staring at the hitboxes. - Fixed bogie logic for interacting with slopes, should improve performance a little and it's also dramatically more reliable.
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