H-02 (EF extension chain DEAD) :
- Delete 5 unreferenced EF-derived files :
- event/EntityPatchRegistryEvent (ModLoader event for third-party patch
registration — no third-party EF mods to host).
- event/RegisterResourceLayersEvent (extra renderer layers registration
event — no consumers).
- render/layer/LayerUtil (+ empty package) — sole LayerProvider interface
only used by the deleted RegisterResourceLayersEvent.
- render/item/RenderItemBase (+ empty package) — abstract weapon renderer
stub, TiedUp does not host weapon trails.
- asset/SelfAccessor — AssetAccessor variant never created.
- PatchedRenderersEvent : drop inner classes RegisterItemRenderer (tied to
RenderItemBase) and Modify (never posted). Keep Add, used by
TiedUpRenderEngine.
- JsonAssetLoader : remove loadArmature(ArmatureContructor) + its private
getJoint helper. Armatures are loaded via the GLB path in Phase 1 — this
EF JSON route has no callers.
- TiedUpRigRegistry : drop inner interface ArmatureContructor (EF-style
typo preserved) now that loadArmature is gone.
- EntityPatchProvider : drop CUSTOM_CAPABILITIES map + putCustomEntityPatch
+ clearCustom. No third-party extension surface needed ; inline the
provider lookup to CAPABILITIES only.
H-03 (TiedUpAnimationConfig dead fields) :
- Remove enableOriginalModel, enableAnimatedFirstPersonModel,
enableCosmetics, enablePovAction, autoSwitchCamera, preferenceWork,
combatPreferredItems, miningPreferredItems. None had callers — they were
inherited from EF ClientConfig without a TiedUp consumer.
- Keep activateComputeShader — read at SkinnedMesh.java:249 to toggle the
GPU skinning path.
Compile green, 20/20 rig tests still green.
30 lines
1.1 KiB
Java
30 lines
1.1 KiB
Java
/*
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* Derived from Epic Fight (https://github.com/Epic-Fight/epicfight)
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* by the Epic Fight Team, licensed under GPLv3.
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* Modifications © 2026 TiedUp! Remake Contributors, distributed under GPLv3.
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*/
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package com.tiedup.remake.rig;
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/**
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* Remplace {@code yesman.epicfight.config.ClientConfig} du fork upstream.
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* Expose uniquement les flags pertinents au pipeline animation/rendu RIG.
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*
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* <p><b>Note Phase 0</b> : les flags sont des {@code static final} avec
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* valeurs par défaut hardcodées. À convertir en {@code ForgeConfigSpec} réel
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* (TOML config file) Phase 2 ou plus tard si on veut permettre la
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* configuration utilisateur.</p>
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*/
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public final class TiedUpAnimationConfig {
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private TiedUpAnimationConfig() {}
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/**
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* Toggle pour le chemin "compute shader" de {@code SkinnedMesh.draw} —
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* quand true et qu'un {@code ComputeShaderSetup} est disponible, la mesh
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* est skinnée côté GPU (plus rapide sur modèles lourds). False (défaut)
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* = skin CPU comme vanilla.
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*/
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public static final boolean activateComputeShader = false;
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}
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