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This is a very preliminary port. I can get in game and use computers, but I've not tested much beyond that (there's at least one failing game test). == Rendering == - Remove TBO monitor renderer: There was a big overhaul to how shaders are defined and loaded in 1.21.2. It might have been possible to update the monitor shader code to this version, it doesn't see much use nowadays, so let's just delete it. This is a real shame — the TBO renderer was one of my favourite projects I've worked on. Unfortunately, it just doesn't seem worth the ongoing maintenance burden. It lives on in the standalone emulator :D. - Similarly, the VBO rendering code got a bit of an overhaul. We no longer use a custom VBO subclass, and instead just hack vanilla's to support changing the number of vertices rendered. This does mean we need to construct a MeshData, rather than a raw ByteBuffer. This isn't too hard, but not sure how it'll play with Iris. Given recent vanilla performance improvements, maybe we can remove our Unsafe code and use a normal BufferBuilder now. - Move some textures to vanilla's GUI sprite sheet (from our own). We also move the turtle "selected slot" texture to a sprite sheet - would be good to do the other ones (printer progress, maybe printouts) in the future. - Remove our custom emissive model code, now that vanilla supports it. We should add emissive textures to some other models at some point. == Recipes == There were several major changes to ingredients this update. The code here hasn't been very well tested right now — might be nice to add some game tests for this. - Ingredients can no longer be constructed directly from a tag key (it needs to be fetched from the current registries), so the recipe generation code needs a bit of a reshuffle. - DiskRecipe now accepts a custom list of ingredients, rather than being hard-coded (fixes #1755). Recipes can now return custom `RecipeDisplay`s used to show a recipe in the crafting book. We use this to replace the impostor recipes. I'm not entirely sure how well this'll play with other recipe mods. Here's hoping. - Similarly, our recipe mod integration has been updated to use RecipeDisplay. We had to do this as ingredients no longer accept arbitrary ItemStacks (only a specific item), but the design is a little speculative - JEI/REI haven't updated yet. == Misc == - Blocks/items now need to know their ID ahead of time (so they can compute their description). This requires some reshuffling to the registration code, but it's pretty minor. - updateShape and neighborChanged have been tweaked slightly, I assume to work with the upcoming redstone changes. neighborChanged is currently commented out — we need to handle that properly. - All the positions were lowered by one in game tests. It's a good change (they now match the positions in structures), but annoying to update for!
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Now that REI got an update, this clarified anything about the recipe stuff?