Reworked how BakedQuads are converted into Quads and then rebaked into BakedQuads. This fixes lighting from models such as by using forge_data to ensure we don't lose the data
Changed/fixed Quad#setFullBright(false) causing lighting data to be stripped by only allowing using fullbright to enable quad emissions
Made Quad#withUv use current sprite instead of stripping the sprite
Commented out a couple debug System.out calls
Made BakedQuadRetextured persist ambient occlusion state and just query the source quad for the direction rather than recalculating it
Fix scraping textures not associating the scraped texture with the correct model (fixes the test pack for sugar cane rendering)
Clear scraped texture cache when reloading as it is done being used
Make use of map entries when modifying and wrapping models to avoid extra cycles for lookups during getting and replacing
Exit quicker when viewing a models deps and finding that it has a CTM texture. One note is that theoretically in 1.20 we should be using UnbakedModel#resolveParents rather than UnbakedModel#getDependencies to make sure it properly can hit all the child deps for models that have custom loaders... but that adds extra overhead and makes it harder (requiring exceptions as control flow) to exit early once a child model with a ctm texture is found
BakedQuad
s are converted intoQuad
s and then rebaked intoBakedQuad
s. This fixes lighting from models such as by usingforge_data
to ensure we don't lose the dataQuad#setFullBright(false)
causing lighting data to be stripped by only allowing using fullbright to enable quad emissionsQuad#withUv
use current sprite instead of stripping the spriteSystem.out
callsBakedQuadRetextured
persist ambient occlusion state and just query the source quad for the direction rather than recalculating itUnbakedModel#resolveParents
rather thanUnbakedModel#getDependencies
to make sure it properly can hit all the child deps for models that have custom loaders... but that adds extra overhead and makes it harder (requiring exceptions as control flow) to exit early once a child model with a ctm texture is found