Remove internal phase comments and format code
Strip all Phase references, TODO/FUTURE roadmap notes, and internal planning comments from the codebase. Run Prettier for consistent formatting across all Java files.
This commit is contained in:
@@ -8,6 +8,7 @@ import com.tiedup.remake.v2.bondage.datadriven.DataDrivenItemReloadListener;
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import net.minecraft.client.KeyMapping;
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import net.minecraft.client.renderer.entity.player.PlayerRenderer;
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import net.minecraft.server.packs.resources.ResourceManager;
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import net.minecraft.server.packs.resources.SimplePreparableReloadListener;
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import net.minecraft.util.profiling.ProfilerFiller;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.client.event.EntityRenderersEvent;
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@@ -17,7 +18,6 @@ import net.minecraftforge.event.TickEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
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import net.minecraft.server.packs.resources.SimplePreparableReloadListener;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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@@ -59,7 +59,9 @@ public final class GltfClientSetup {
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}
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@SubscribeEvent
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public static void onRegisterKeybindings(RegisterKeyMappingsEvent event) {
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public static void onRegisterKeybindings(
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RegisterKeyMappingsEvent event
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) {
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event.register(TOGGLE_KEY);
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LOGGER.info("[GltfPipeline] Keybind registered: F9");
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}
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@@ -71,16 +73,24 @@ public final class GltfClientSetup {
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var defaultRenderer = event.getSkin("default");
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if (defaultRenderer instanceof PlayerRenderer playerRenderer) {
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playerRenderer.addLayer(new GltfRenderLayer(playerRenderer));
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playerRenderer.addLayer(new V2BondageRenderLayer<>(playerRenderer));
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LOGGER.info("[GltfPipeline] Render layers added to 'default' player renderer");
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playerRenderer.addLayer(
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new V2BondageRenderLayer<>(playerRenderer)
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);
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LOGGER.info(
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"[GltfPipeline] Render layers added to 'default' player renderer"
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);
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}
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// Add both layers to slim player renderer (Alex)
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var slimRenderer = event.getSkin("slim");
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if (slimRenderer instanceof PlayerRenderer playerRenderer) {
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playerRenderer.addLayer(new GltfRenderLayer(playerRenderer));
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playerRenderer.addLayer(new V2BondageRenderLayer<>(playerRenderer));
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LOGGER.info("[GltfPipeline] Render layers added to 'slim' player renderer");
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playerRenderer.addLayer(
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new V2BondageRenderLayer<>(playerRenderer)
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);
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LOGGER.info(
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"[GltfPipeline] Render layers added to 'slim' player renderer"
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);
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}
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}
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@@ -89,32 +99,47 @@ public final class GltfClientSetup {
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* This ensures re-exported GLB models are picked up without restarting the game.
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*/
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@SubscribeEvent
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public static void onRegisterReloadListeners(RegisterClientReloadListenersEvent event) {
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event.registerReloadListener(new SimplePreparableReloadListener<Void>() {
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@Override
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protected Void prepare(ResourceManager resourceManager, ProfilerFiller profiler) {
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return null;
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}
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public static void onRegisterReloadListeners(
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RegisterClientReloadListenersEvent event
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) {
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event.registerReloadListener(
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new SimplePreparableReloadListener<Void>() {
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@Override
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protected Void prepare(
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ResourceManager resourceManager,
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ProfilerFiller profiler
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) {
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return null;
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}
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@Override
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protected void apply(Void nothing, ResourceManager resourceManager, ProfilerFiller profiler) {
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GltfCache.clearCache();
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GltfAnimationApplier.invalidateCache();
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GltfMeshRenderer.clearRenderTypeCache();
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// Reload context GLB animations from resource packs FIRST,
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// then clear the factory cache so it rebuilds against the
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// new GLB registry (prevents stale JSON fallback caching).
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ContextGlbRegistry.reload(resourceManager);
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ContextAnimationFactory.clearCache();
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com.tiedup.remake.v2.furniture.client.FurnitureGltfCache.clear();
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LOGGER.info("[GltfPipeline] Caches cleared on resource reload");
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@Override
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protected void apply(
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Void nothing,
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ResourceManager resourceManager,
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ProfilerFiller profiler
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) {
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GltfCache.clearCache();
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GltfAnimationApplier.invalidateCache();
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GltfMeshRenderer.clearRenderTypeCache();
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// Reload context GLB animations from resource packs FIRST,
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// then clear the factory cache so it rebuilds against the
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// new GLB registry (prevents stale JSON fallback caching).
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ContextGlbRegistry.reload(resourceManager);
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ContextAnimationFactory.clearCache();
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com.tiedup.remake.v2.furniture.client.FurnitureGltfCache.clear();
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LOGGER.info(
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"[GltfPipeline] Caches cleared on resource reload"
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);
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}
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}
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});
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);
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LOGGER.info("[GltfPipeline] Resource reload listener registered");
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// Data-driven bondage item definitions (tiedup_items/*.json)
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event.registerReloadListener(new DataDrivenItemReloadListener());
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LOGGER.info("[GltfPipeline] Data-driven item reload listener registered");
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LOGGER.info(
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"[GltfPipeline] Data-driven item reload listener registered"
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);
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}
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}
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