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https://github.com/SquidDev-CC/CC-Tweaked
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Switch to Mojang mappings
ForgeGradle (probably sensibly) yells at me about doing this. However: - There's a reasonable number of mods doing this, which establishes some optimistic precedent. - The licence update in Aug 2020 now allows you to use them for "development purposes". I guess source code counts?? - I'm fairly sure this is also compatible with the CCPL - there's an exception for Minecraft code. The main motivation for this is to make the Fabric port a little easier. Hopefully folks (maybe me in the future, we'll see) will no longer have to deal with mapping hell when merging - only mod loader hell.
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@@ -78,7 +78,7 @@ public final class ClientRegistry
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@SubscribeEvent
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public static void onTextureStitchEvent( TextureStitchEvent.Pre event )
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{
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if( !event.getMap().getTextureLocation().equals( PlayerContainer.LOCATION_BLOCKS_TEXTURE ) ) return;
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if( !event.getMap().location().equals( PlayerContainer.BLOCK_ATLAS ) ) return;
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for( String extra : EXTRA_TEXTURES )
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{
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@@ -96,10 +96,10 @@ public final class ClientRegistry
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for( String modelName : EXTRA_MODELS )
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{
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ResourceLocation location = new ResourceLocation( ComputerCraft.MOD_ID, "item/" + modelName );
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IUnbakedModel model = loader.getUnbakedModel( location );
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model.getTextures( loader::getUnbakedModel, new HashSet<>() );
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IUnbakedModel model = loader.getModel( location );
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model.getMaterials( loader::getModel, new HashSet<>() );
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IBakedModel baked = model.bakeModel( loader, ModelLoader.defaultTextureGetter(), SimpleModelTransform.IDENTITY, location );
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IBakedModel baked = model.bake( loader, ModelLoader.defaultTextureGetter(), SimpleModelTransform.IDENTITY, location );
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if( baked != null )
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{
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registry.put( new ModelResourceLocation( new ResourceLocation( ComputerCraft.MOD_ID, modelName ), "inventory" ), baked );
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