notevil
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1cef57a472
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Phase 0 : compile SUCCESS (464 -> 0 errors)
Core data model du rig EF extractible compile désormais cleanly.
Changements clé :
1. AccessTransformer wiring (-80 errors)
- Copie EF accesstransformer.cfg dans resources/META-INF/
- Uncomment accessTransformer = file(...) dans build.gradle
- Débloque l'héritage des package-private RenderType.CompositeState +
RenderType.CompositeRenderType + RenderType.OutlineProperty nécessaires
à TiedUpRenderTypes.
2. Stubs compat rendering Phase 2
- PatchedEntityRenderer<E,T,M,R> : type param 4 pour PrepareModelEvent
- RenderItemBase : type marker pour PatchedRenderersEvent.RegisterItemRenderer
- LayerUtil + LayerProvider : interface fonctionnelle 5-params pour RegisterResourceLayersEvent
- PlayerPatch<T extends Player> : extends LivingEntityPatch
- ToolHolderArmature interface : leftTool/rightTool/backToolJoint()
3. Stubs compat combat Phase 2+
- AttackResult + ResultType enum : utilisé comme type pour StateFactor ATTACK_RESULT
- TrailInfo record : stubbé avec playable=false → particle trail jamais émis
- AttackAnimation.Phase.hand = InteractionHand.MAIN_HAND
- AttackAnimation.JointColliderPair : stub pour instanceof check
- AttackAnimation.getPhaseByTime(float) : retourne Phase neutre
- ActionAnimation.correctRootJoint() : no-op Phase 0
- ActionAnimation.BEGINNING_LOCATION + INITIAL_LOOK_VEC_DOT re-exposés comme AnimationVariables
4. Physics types alignés
- InverseKinematicsProvider extends SimulationProvider<...>
- InverseKinematicsSimulator implements PhysicsSimulator<Joint, ...>
- InverseKinematicsObject implements SimulationObject<...>
- InverseKinematicsBuilder extends SimulationObject.SimulationObjectBuilder
- ik.bake() signature : (Object, Object, boolean, boolean) conforme StaticAnimation usage
5. Mesh/compute stubs
- ComputeShaderSetup.TOTAL_POSES + TOTAL_NORMALS : OpenMatrix4f[MAX_JOINTS] pool
- ComputeShaderSetup.MeshPartBuffer inner class + destroyBuffers()
- ComputeShaderProvider.supportComputeShader() = false
- VanillaModelTransformer.VanillaMeshPartDefinition record minimal
- HumanoidMesh.getHumanoidArmorModel() : return null (armor rendering Phase 2)
6. Fixes typage / API
- TiedUpRenderTypes.prefix("x").toString() x15 : ResourceLocation -> String
- AnimationManager Logger : log4j -> slf4j
- TiedUpRigConstants.logAndStacktraceIfDevSide 4-arg overload + Throwable instead of RuntimeException
- LivingEntityPatch.getReach(InteractionHand) overload
- StaticAnimation(boolean, String, AssetAccessor) 3-arg overload
Result : compileJava -> BUILD SUCCESSFUL
Prochain jalon : runClient + verify rig se charge sans crash.
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2026-04-22 03:16:14 +02:00 |
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notevil
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324e7fb984
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WIP: create TiedUpRigConstants, replace EpicFightMod/SharedConstants refs
- Nouveau TiedUpRigConstants.java : centralise MODID/LOGGER/identifier/prefix,
constantes runtime (IS_DEV_ENV, A_TICK, GENERAL_ANIMATION_TRANSITION_TIME,
MAX_JOINTS), factory ANIMATOR_PROVIDER (client/server split) + helpers
stacktraceIfDevSide/logAndStacktraceIfDevSide.
- sed global : EpicFightMod.* → TiedUpRigConstants.*
- sed global : EpicFightSharedConstants.* → TiedUpRigConstants.*
- sed global : EpicFightRenderTypes → TiedUpRenderTypes (class rename upstream)
- Fix package declarations : Armature.java + TiedUpRenderTypes.java
Résidus yesman.epicfight : 115 → 86 (-29)
Reste : gameasset/physics/network/world/config/skill (combat deps à strip) +
combat mode refs dans patch/LocalPlayerPatch + ClientPlayerPatch (Phase 2).
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2026-04-22 00:33:39 +02:00 |
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notevil
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cbf61906e0
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WIP: initial epic fight core extraction (Phase 0)
83 files forkés d'Epic Fight (~18k LOC). Base non-compilable en l'état.
Contenu extrait :
- math/ — OpenMatrix4f, Vec3f/4f/2f, QuaternionUtils, MathUtils, ...
- armature/ — Armature, Joint, JointTransform, HumanoidArmature
- anim/ — Animator, ServerAnimator, ClientAnimator, LivingMotion, ...
- anim/types/ — StaticAnimation, DynamicAnimation, MovementAnimation, LinkAnimation,
ConcurrentLinkAnimation, LayerOffAnimation, EntityState
- anim/client/ — Layer, ClientAnimator, JointMask
- mesh/ — SkinnedMesh, SingleGroupVertexBuilder, Mesh, HumanoidMesh, ...
- cloth/ — AbstractSimulator, ClothSimulator (dépendance transitive de StaticMesh)
- asset/ — JsonAssetLoader, AssetAccessor
- patch/ — EntityPatch, LivingEntityPatch, PlayerPatch, ClientPlayerPatch
- util/ — ParseUtil, TypeFlexibleHashMap
- exception/ — AssetLoadingException
- event/ — PatchedRenderersEvent, PrepareModelEvent, RegisterResourceLayersEvent
- render/ — TiedUpRenderTypes
Headers GPLv3 + attribution injectés sur tous les .java.
Package declarations fixées sur Armature.java et TiedUpRenderTypes.java.
115 imports résiduels à résoudre manuellement :
- yesman.epicfight.main (EpicFightMod, EpicFightSharedConstants) — 30
- yesman.epicfight.gameasset (Animations, Armatures, EpicFightSounds) — 12
- yesman.epicfight.api.physics + physics.ik (combat physics) — 16
- yesman.epicfight.network.* (combat packets) — 13
- yesman.epicfight.world.* (combat entity logic) — 10
- yesman.epicfight.config.ClientConfig — 3
- yesman.epicfight.skill, .client.gui, .particle, .collider — divers combat/UI
Stratégie fix (2-3 sem manuel) : strip usage combat, stubs pour refs
core (EpicFightMod → TiedUpMod, SharedConstants → TiedUpRigConstants,
ClientConfig → TiedUpAnimationConfig).
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2026-04-22 00:26:29 +02:00 |
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