This list may grow each year with either new versions or patches. Enjoy!
Following is an example related to the usage of the various ignore capabilities.
<blockstate> == { | |
"forge_marker": 1, | |
"defaults": <variant>, // optional, added to all variants | |
"variants": { | |
"<property>": { | |
"<value>": <variant> // variant definition for the specified value of this property; variants for multiple values can be specified. | |
}, | |
"<variant name>": <variant>, // variant definition for the full variant string | |
"<variant name>": [<variant1>, ...], // array of definitions for the full variant - result will be the random variant | |
} |
{ | |
"parameters": { "name": <time_value>, ... }, | |
"clips": { "name": <clip>, ... }, | |
"states": [ "name", ... ], | |
"transitions": { "name_from": "name_to", ... }, | |
"start_state": "name" | |
} | |
<time_value> ::= | |
<number> // result = number; Constant value. |
domain,path,variant, | |
advgenerators,generators_data_port,inventory, | |
advgenerators,generators_data_port,normal, | |
appliedenergistics2,models/block/crafting/crafting_accelerator/builtin,, | |
appliedenergistics2,models/blocks/spatial_pylon/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_storage_16k/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_unit/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_storage_4k/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_storage_1k/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_monitor/builtin,, |
Texture2D[] layers; | |
Texture2D compiledTexture = new Texture2D(layers[0].width, layers[0].height); | |
foreach(Texture2D layer in layers){ | |
Color[] baseColors = compiledTexture.GetPixels(); | |
Color[] layerColors = layer.GetPixels(); | |
for(int p = 0; p < baseColors.Length; p++){ |
In the transition of Minecraft version 1.14 to 1.15, Mojang introduced some sweeping changes to the way rendering is performed; while the internal code still relies on GL1-era immediate-mode, block and entity renderer classes now provide their vertices to a specific RenderLayer* which are later rendered in ordered batches.
These changes broke a majority of Minecraft mods; in the process of porting a mod to 1.15, I had to frequently rely on a tool called “apitrace”, and I thought a quick how-to might come in handy for others struggling with similar problems. Apitrace allows capturing every OpenGL call an application makes, and later replaying these calls and inspecting the entire GL state machine at each rendering step.
For this tutorial, I am using the MultiMC launcher.
alpha_block | |
alpha_block_color | |
banner | |
banner_pole | |
beacon_beam | |
beacon_beam_transparent | |
charged_creeper //帯電クリーパー表面 | |
conduit_wind | |
entity //ベース | |
entity_alphablend //半透明 |
/* | |
MIT License | |
Copyright (c) 2020 Corgi Taco | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
Here is a good resource to check out first
First of all, check what command is run when you in fact launch your app. For me (Create minecraft mod) this command was executed when I run runClient
configuration (line breaks, tabs and backslashes added for readability):
/home/tooster/.sdkman/candidates/java/14.0.1-open/bin/java
Making a custom render type with a custom shader requires a number of things to exist at once:
Note: The vanilla logic does not normally allow namespaces in the shader