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.