vandorlabs-2.1.jar
Curse Maven Snippet
What's new
Full changelog: https://github.com/rheide/vandorlabs/blob/master/docs/gallery/version-2.1.md
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Replace canopy closure's nested sweep/ramp comparisons with cached spatial queries while retaining exact touching margins. Prepare cold swept geometry on a bounded worker and hold the safe pose until ready, without waiting on the server thread. Build cold canopy collision indexes on a bounded worker, retaining exact ordered collision checks while preparation is pending. Remove temporary vectors from canopy triangle picking, and reuse prepared landing-gear model vertices with resource-reload invalidation.
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Start Autopilot from outside a block-mode craft through bounded discovery and protected queued assembly. Report missing route markers beneath the sensor and other blocked-start reasons instead of claiming to follow a route while stationary.
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Smooth repeating diagonal route steps with a longer lookahead while retaining the existing lookahead for single 90-degree corners. Allow an unambiguous side continuation when starting at a corner, preserve repeated closed-loop travel, and retain manual waypoint stops.
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Add a Next > departure button to Vehicle Status screens, plus side-by-side Block, Taxi, and Hover mode buttons. Retain permission and mode-transition checks on full and half-height screens, inputs, and consoles.
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Allow Hover-to-Taxi transitions within three blocks of solid ground only with fully extended landing gear. Support redstone-controlled gear animation and matching collision in both modes, allow retraction only in Hover, and stop extension at obstacles instead of clipping through terrain. Remove automatic altitude-based gear retraction.
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Boost Hover cruising speed by 25% while holding Sprint. Emit sparse, family-specific thruster particles only during forward Sprint movement in Hover; exclude Antigravity Plates and Repulsor Arrays from forward exhaust.
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Apply the latest Hover input instead of replaying stale queued commands. Discard movement input during conversion and synchronize the conversion hold before client prediction resumes.
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Move vehicle collision preparation and transfer journal/ownership writes onto bounded workers. Keep durable preparation ahead of world mutation, defer lighting and neighbor notifications, and checkpoint affected chunks incrementally without waiting for disk on the server thread. Pause source machine ticking during pending assembly and restore it when assembly is cancelled.
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Reuse canopy vertex buffers and trace selection rays in canopy-local coordinates. Deduplicate spatial collision candidates before testing them, and avoid repeated parking collision builds during seat exit and mode requests.
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Prepare cold vehicle canopy animation poses before advancing their collision shape, including immediate closure on boarding. For supported configurations, perform canopy collision subdivision and merging on the bounded worker; keep the current pose while preparation is pending.
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Index canopy collision boxes spatially so particles and nearby entities only test relevant surfaces. Reject canopy selection rays outside the posed geometry bounds while preserving exact hits and collision shapes.
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Align Autopilot forward travel with manual Pilot Seat driving and use bounded route lookahead for smoother headings along stair-step diagonal routes. Preserve marker traversal, waypoint stops and junction safeguards.
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Reduce canopy animation stalls in vehicle mode by grouping and deduplicating collision boxes with primitive tables, retaining the same ordered collision geometry at every animation step.
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Prepare collision poses for supported single-canopy assemblies incrementally after vehicle conversion, merging captured coordinates on a bounded background worker. Reuse bounded geometry caches while block states and settings match, discard stale preparation after changes, and retain the last exact pose until replacement collision is ready, including after preparation failures. Cache immutable seat, controller and propulsion indexes with each vehicle snapshot.
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Render canopy glazing after opaque walls, screens and other tile artwork, preserving tint when viewed from either side of the pane in block and vehicle modes.
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Keep third-person cameras outside parked Pilot Seat cockpits while preserving collision with surrounding terrain, and correct the front-view camera extension for captured vehicles.
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Put Park, Taxi and Hover channel fields directly on Vehicle Controller, with an adjacent switch button for each mode and the current mode disabled. Apply channel changes before switching modes.
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Prefer safe standing space near the occupied Pilot Seat when leaving or parking a vehicle, including usable space inside the hull; retain a safe exterior fallback when the interior is obstructed.
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Reduce vehicle collision rebuild allocations and repeated terrain queries while retaining the same collision geometry. Reuse terrain within a synchronous prediction replay, then discard it so later movement sees changed blocks.
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Reduce temporary geometry during canopy animation and reuse source-material lookups within ramp draws. Reuse landing-gear model and console texture identifiers without retaining stale resource-pack models or textures.
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Keep shared-channel Moat canopies fully open until retraction finishes, using the complete ramp travel path even when its current pose is clear. Recover saved closed canopies that still obstruct an attached Moat's return path.
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Check actual ramp segment geometry against the canopy's swept path without extra clearance padding, so blocks below or beside a Canopy do not falsely block manual or redstone closure.
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Preserve joined Canopies when a removed Pilot Seat's backrest is replaced by a canopy helper during the same world tick.
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Let seated pilots click nearby screen controls in block mode without their own seat's selection box intercepting the click; retain other blocks as obstructions. Use current view angles for screen controls when looking and clicking in the same tick.
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Allow joined Canopies to close over a Pilot Seat's recreated invisible backrest reservation, preserving the seat and the supported shared cockpit space.
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Settle redstone channels after vehicle transfers finish, discard callbacks to removed tiles, and preserve channel sources across assembly and parking. Prevent moving ramps, doors, trapdoors, lights and linked controls from reacting to partial transfers. Keep an extended Moat and its source journal together without leaving duplicate source blocks or ramp segments behind.
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Publish the complete transferred block footprint before invalidating old tile entities, preventing neighbor lookups from recreating ghost tiles. Restore occupied seats after cancelled assembly and retain pilot assignments and return-seat settings during parking rollback.
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Release canopy helper cells that are clear when fully open. Coordinate shared-channel ramps and canopies so ramps wait for opening clearance and canopy closure waits for ramp retraction, preserving both assemblies and unrelated blocks.
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Restore queued canopy helper tiles correctly during normal world ticks, preventing unfinished helpers from blocking closure. Preserve manual commands until the next redstone input change, synchronize settled poses, and retain glazing joins while helpers are released. Skip ramp sweep checks when no ramp segments are nearby.
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Restore editable source blocks when Moat is inactive at zero Start offset, and prevent controlled ramp segments from opening controller dialogs. Slice stored Moat towers vertically using Tread px and distribute deployed End offset across their full length, with all three Ramp interpolation profiles available.
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Match all seven Ramp mode logos to the original angular housing corners, show the selected mode on top, and mark the active direction on the top, bottom and two side faces.
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Choose Autopilot route markers from the inventory sample picker, retaining block variants and pending dialog settings.
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Restore switching Vehicle Status screens to Redstone controls across screen, input and console surfaces, including the Half Console top.
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Size Small, Medium and Large Wheel inventory icons progressively with padding, and reduce the held Large Wheel model.
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Keep Pilot Seat height and automatic Taxi Mode in the compact chair-preview dialog. Put assembly inspection, redstone controls and explicit Park/Taxi/Hover mode-channel lists on Vehicle Controller. Open Vehicle Controller, Programmable Ramp, Autopilot and Waypoint dialogs with ordinary right-click or the Configurizer. Show the selected Ramp mode on its front face.
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Add a separate Vehicle Controller for assembly and parking, retain Pilot Seat settings on seats, and support multiple Pilot Seats with the first seated pilot in control. Give Autopilot, Waypoint and Vehicle Controller distinct primary textures.
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Make Moat mode deploy a vertical source tower as native tread-sized chunks. Match the ordinary extended Ramp End-offset and per-tread height profile, retain slab halves and physical thickness, and use Start to skew the stored tower. Preserve existing flat-source and rigid Moat geometry and journals until restored. Support full vanilla and Vandor glass blocks as transparent ramp materials, and shaped stairs across all ramp modes.
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Unify Configurizer and sneak-right-click Pilot Seat settings, remove Save, and apply valid changes automatically. Keep mode-channel controls visible on smaller screens.
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Allow stationary Hover turns and hold the craft in position after a manual pilot exit. Preserve each hover thruster family's particle style and color.
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Add momentary Pulse rows alongside Toggle and Slider on Programmable Screens, Inputs, Consoles and their variants, including controls aboard vehicles.
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Add Disabled / Redstone ON / Redstone OFF triggers to Canopy, Long Canopy and both front canopy sizes. Preserve polarity in copied settings and captured vehicles.
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Clean stale Front Canopy reservations after removal without deleting overlapping ramp cells. Prevent rear glazing from fighting with diagonal walls.
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Keep Windows live client tests from capturing the desktop mouse, and run feature checks sequentially in one client.
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Remove the clicked constituent of joined Canopies; correct Wheel texture UVs and animate vehicle tyres and steering. Restore previous-value right-clicks across Pilot Seat, canopy, Autopilot and Waypoint controls.
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Add Hover mode with altitude hold, lift requirements, safe Taxi transitions, redstone-controlled landing gear and optional Park/Taxi/Hover channels. Captured switches, buttons and analog controls share the world's channel network.
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Add Autopilot and Waypoint blocks, configurable route markers, pulse journeys, delayed departures and Vehicle Status screens. Stop at route gaps, ambiguous junctions, obstacles and out-of-range terrain.
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Add slab-mounted Small, Medium and Large Wheels, configurable vehicle block limits, early rotation checks and conservative support for modded building blocks. Repair newly copied ramp journals and missing landing-gear reservations; allow channel-controlled ramp endpoints aboard vehicles.
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Add Long Canopy with a three-block depth and four profiles. Both opening canopy sizes join up to nine columns with shared materials and opening motion.
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Document supported slab-adjacent screen placement and the limits of embedding screens inside occupied block cells.
All Relations
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- Embedded Library
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