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5.0.1
Properly specify runtime trims as a dep
5.0.0
Migrate to RuntimeTrims mod
4.0.8
Fix overriding existing material texture rendering
4.0.7
Fix colour provider accessor on neoforge
4.0.6
Fix built-in trim rendering when using shaders
Update NeoForge
4.0.5
Fix M^2 dep
Update REI dep
4.0.4
Fix refmap on compat mixins
4.0.3
Fix accidental overwriting of existing colour providers
Fix custom model loading
4.0.1
Improve ET compat
Fix non-trim-type predicates being overwritten
Rudamentary support for BCLib (BCLib 1.21 has a lot of issues so I'm parking compat until they fix their issues)
4.0.0
Complete overhaul of trim rendering system
Shader Renderer
The dynamic trims are by default rendered with a custom shader to improve performance and reduce memory footprint
This is incompatible with Iris / Optifine shaders so the Legacy renderer has also remained
Legacy Renderer
This renderer renders the trims the same way 3.x and below did by splitting the trim texture and applying a
colour to each layer, this is slower but compatible with Iris / Optifine shaders
Enables automatically when using a shader
Trim Animations
Trims can now cycle through their colours and animate when rendering
Toggle "Animate Trim Rendering" in the config to enable
The speed and interpolation of the animations can be configured as well
Trim Palettes
Trim palette generation now extracts the colour from the rendering of the item or block to allow for more
accurate colours
The colour choosing is slightly smarter and OkLab colour space is used when averaging or interpolating colours
for more vibrant palettes
Palette sorting can now be configured in the config as not all trim palettes look the same with the same sorting.
You can choose one of brightness, colour, or saturation and reverse them if deseried
Overriding
You can opt to have AllTheTrims override any provided trim materials such as vanilla's or another mod's to
use the palette generation instead
This is required if you want existing trim materials to animate
Recipe Browser integration
REI/JEI/EMI support
Migrates trimming away from the smithing category to avoid clogging it up and creates it's own category
displaying the avaliable trimming recipes
Debugging
Enabling debugging allows the generated model files and palettes to be exported to .minecraft/att-debug which
can be useful for diagnosing any missing texture issues
If shader rendering is enabled then the shader will display each layer of the trim with a different colour