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Description
- HETesselator: Provide current GPU RAM usage info in game
- Ressource pack integration: replace water texture
- Collect reflected accesses in a single place to make the rest more readable
- HEBlockQueue: Refactor to handle complete subChunks in one update for fast&efficient spreading. Also will greatly reduce render lag and such things
Also: Specify remove or add action on placement of block via blockId, not on enqueue - Create intelligent filters to limit neccessary updates (network, light)
- Finally implement Config
- Admin command to list all placed controllers for manual cleanup
- Save HEBlockQueue to NBT
- Scale minLightUpdateInterval with renderDistance aka minLightUpdateIntervalActual = chunksRendered * minLightUpdateIntervalPerChunk
- Sync some server settings to client if essential for physics
- Redraw manager: Instead of issuing a redraw directly -> add it to manager. It makes sure it will happen by listening on onPreRender?
- Controller to GT multiblock
- Add multiblocks for Pump and Turbine
- Bucket can take and put water into the lake. Optional: Interaction with waterLevel and energyStored
- Grass spreading influenced by water level
- Rain adds a little water to the system
- Localization (.lang file)
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Switch water block to GT base tile entity to have all dams in one block. Performance still ok?(impossible performance) - Handheld item to walk and press to set water limit to the players position?
- Chunk loading to ensure spreading works without a player in the area
- Provide alternate storage mode for vanilla water. Second dam to store used water for reuse
- Config entry or OpenGL version check to disable rendering/crashes on MAC.
Far fetched goals:
- Implement Flowing water for each dam to continue incoming water streams for maximum visual detail
- Store arbitrary fluid in the dam. Like diesel
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