vandorlabs-1.5.jar
Curse Maven Snippet
What's new
Full changelog: https://github.com/rheide/vandorlabs/blob/master/docs/gallery/version-1.5.md
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Preserve filesystem texture artwork in atlas/model lookups after legacy door-tier migration, including configured item previews. Update live checks for two artwork tiers and imported hatch variants.
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Give Framed and Redstone Input separate full-width rows in the half-height screen/input dialog, with spacing for the size, wall-texture and channel controls.
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Reduce door and Programmable Glass artwork to Small/Large: former Medium becomes Large, and former Large selections migrate to it without changing designs or physical door sizes. Glass panes now share one reflected pattern across resolutions.
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Resize imported trapdoor artwork to 128×128 Small and 256×256 Large, with a separate size selector. Standard inventory texture images are 128×128.
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Show one design row per Screens/Controls artwork pair. Bare/Framed changes its variant and thumbnail while preserving the selected row, animation and saved texture IDs.
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Resolve Custom Malisis door faces through their optional icon components, including upper/lower artwork, instead of sampling a missing baked-model placeholder. Skip missing face sprites when sampling ordinary doors.
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Remove obsolete High-tier runtime assets, redirect legacy references and share repeated JSON model geometry through parent templates. Validate packaged models against original geometry and texture bindings.
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Add four cargo leaf designs to Doors and eight complete bay designs to the large-only Double Doors category, each with Small/Large artwork resolutions. Newly placed large doors default to Cross Braced Bay; existing saved selections retain their IDs.
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Add large-only Sliding X: four triangular panels retract left/right/up/down from the center, retaining native and replacement artwork, glazing, fixed frames/panels, persistence and copying. Cache split meshes and assembly collision geometry; retain compatible opaque batching.
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Batch compatible opaque Programmable Doors using cached geometry, CPU motion transforms and Forge's shared tile-renderer buffer. Preserve glass/custom-face and OptiFine rendering through the existing path, and support CodeChickenLib's vanilla item-renderer delegate.
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Add Large Programmable Door: one indivisible 3×3 opening with two 1.5×3 leaves and the regular door's appearance, movement, control-panel, placement-depth and redstone options. Any cell addresses the anchor; only the anchor renders. Placement validates all nine loaded cells before writing, and removal clears the assembly.
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Animate large doors over 12 ticks rather than 9, and lower their optional control panels to the regular door's center height, including collision and click regions.
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Guard collision clipping against disjoint boxes so opened large doors leave a traversable passage in every orientation and movement mode.
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Add White Glass doors: pale moving leaf rails around a large glass opening, with simple shallow rectangular handles on both faces. Crop/repeat the rail and pane textures at consistent proportions; keep the stationary frame independently optional.
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Thicken the moving borders of glass-rim doors and add Dark Glass using the Door Interior (Dark) material with contrasting light handles.
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Keep large-door inventory icons inside their slots with padding after GUI rotation.
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Add Bussard Classic/Modern, Deflector Amber/Blue and Nacelle 1–4 light artwork with matching On/Off textures. Preserve existing texture indices.
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Submit redstone-screen backgrounds as textured surfaces with normals and explicit lightmaps for shader compatibility. Add Up/Down row controls that move labels and complete channel lists together.
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Add Linear, Curve In and Curve Out spatial interpolation for Ramp and Filled Ramp modes. Keep endpoint heights, use the same profile for rendering/collision/rider motion, and preserve Linear for older saves. Include interpolation in configuration copying.
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