- Use GuiGraphics for rendering UI elements. Almost definitely some
z-fighting issues slipped in here.
- Use Forge's loot modifier system for handling treasure disks. I have
mixed feelings about this - it's a nice system, but also is far less
efficient than the previous approach.
- Regenerate data. This is the brunt of the commit, but nothing
especially interesting here.
After several weeks of carefully arranging ribbons, we pull the string
and end up with, ... a bit of a messy bow. There were still some things
I'd missed.
- Split the mod into a common (vanilla-only) project and Forge-specific
project. This gives us room to add Fabric support later on.
- Split the project into main/client source sets. This is not currently
statically checked: we'll do that soon.
- Rename block/item/tile entities to use suffixes rather than prefixes.