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Releases: sisby-folk/inventory-tabs

1.1.4

06 Jan 02:18
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Fix mod loading not loading on connector

Full Changelog: v1.1.3...v1.1.4

1.1.3

05 Jan 07:31
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Changes:

  • Make the cooldown for opening tabs while holding the tab key configurable
  • Allow containers to open their tab on inventory revisions greater than 1 provided that it's the first update.
    • This fixes issues with mods like visual workbench that raise the revision repeatedly during screen construction. It's consistent in vanilla, but it's worth accounting for oddities.
  • Slice the creative tab texture instead of using a custom one for free respack support.
    • Note that this means that custom texturing for inventory tabs specifically is no longer possible.

Full Changelog: v1.1.1...v1.1.3

1.1.1

14 Dec 09:53
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Changes:

  • API: Compile against FAPI instead of QFAPI and fix access for a few constructors.
  • Improve the commenting in the config toml - should be much more clear how to set things out now.
  • Changed the format of the screen overrides config (yes, yes - in a hotfix - sorry! we're trying to be quick about it.)

Full Changelog: v1.1.0...v1.1.1

1.1.0

14 Dec 02:47
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Small Tab and Provider API Breakages! Addons will need an update.

Changes:

  • Refactor: TabProvider Preclusions are now reused for their respective tabs - this removes the need for a custom shulker box tab.
  • Refactor: Block tabs now have generic support for multiblocks - uses a list of BlockPos with a stable order provided by the subclass.
  • Mouse cursor keeping is now completely seamless - the cursor position simply isn't reset at all instead of saved/restored.
  • Tabs now better visually indicate when they're open (most noticeable with high ping)
  • Cursor stack restoration is now seamless - no flickering, not broken by low refresh rates or high ping.
    • We ended up needing to do a lot of lag sim and packet inspection to sort this one out - big shoutout to clumsy and gadget.
    • Enjoy the below gif!

Shulker Box Sympony

Full Changelog: v1.0.5...v1.1.0

1.0.5

11 Dec 09:10
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Changes:

  • Tighten the item frame search area to avoid showing incorrect chest icons in compact storage rooms.

Full Changelog: v1.0.4...v1.0.5

1.0.4

11 Dec 04:54
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Changes:

  • Fix shulker boxes not appearing as tabs
  • Make the consistent containers option apply to shulker boxes
  • Make the consistent containers mixins fully disable via the config to allow circumventing conflicts.
  • Fix a crash that occurs when client tick runs before tag reload (LAN worlds?).
  • Added the configLogging option to help modpackers set up their configs.
  • Blacklisted a few invalid simple block types (lecterns, sculk blockentities, decorated pots)

Full Changelog: v1.0.3...v1.0.4

1.0.3

06 Dec 02:31
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Changes:

  • API: Expose more fields, add tab guessing 'API', publish on maven.

Full Changelog: v1.0.2...v1.0.3

1.0.2

05 Dec 13:58
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Fix loading on forge, expand version compatibility, make block raycasts more lenient.

Full Changelog: v1.0.1...v1.0.2

1.0.1

05 Dec 09:29
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Changes:

  • Fixed item tab open functionality to use the main hand slot and the correct method
  • Made item and block tabs respect uniqueness
  • Made unique item and block tabs treat blockitem matches between them as equivalent (for blocks you can "use" in both ways)

Full Changelog: v1.0.0...v1.0.1

1.0.0

04 Dec 23:09
23f89c6
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This is a partial rewrite of the mod designed for mod and modpack compatibility, as well as general cleanup.

Changes:

  • Mod ID changed to inventory-tabs. Repackaged to folk.sisby.
    • All addons will be broken, so this is precautionary.
  • Redid buildscripts/meta in qfapi
  • Redid config in Kaleido
  • Smaller tabs and buttons
  • Restricted tabs to the top row
  • Removed explicit compatibility with mods like biginv
  • Fixed all entities being added as tabs due to a type-matching bug
  • Refactored TabProviders to use Block/EntityType/Item instead of itentifiers
  • Merged TabManager and TabRenderer into one static class (no injected interface)
  • Implement configurable screen support
  • Remove 10 mixins
  • Removed common-side-looking clientside code (initializer etc)
  • Made tabs responsible for their own rendering (including backgrounds)
  • Made screens responsible for their own tab placement (defaulted duck interface)
  • Refactored the tab provider system to have a purpose-built setup for working with registry values (blocks, items, entity types)
    • Each registry value is allowed to only be assigned to one tab provider, which is frozen after tag reload (or during play for entities)
    • Tab providers will only operate on in-world objects that match their frozen registry values, preventing duplicate tabs.
    • You can manually assign a registry value to have a specific tab provider (or no tab provider) in the config.
  • Reliability for preserving the cursor stack between tabs is greatly improved

New Features:

  • Support for entities that need to be sneak-clicked like chest boats.
  • Full support for rideable entities like horses and chest boats - you can access your own inventory while on a horse, and even open sneak-only inventories like chest boats from a horse (cheat detection warning there ofc)
  • Basic support for item tabs.
    • No vanilla item opens a handled screen on use, so in practice modded items vary wildly and this doesn't consistently work if manually assigned.
    • More types will be added in future to hopefully support some of the modded methods used for screen-items.
  • Extensive configuration support for modpackers.
    • Each individual block, entity, and item, can be force-excluded from all tab providers, or assigned to a specific one.
    • The default logic tab providers use to capture these (e.g. Chest provider capturing AbstractChestBlocks) can be disabled freely (effectively a more fine-tuned whitelist mode)
    • Specific screens can be allowed or denied rendering tabs on them via their handler ID.
  • All block tabs now support custom names via attached item frames and signs.
  • Container screens are mildly modified by default (config option available for compat) so that they're the same height and alignment as other screens, instead of 1 pixel taller and lower.
    • An extra option is available to compress large chest screens by removing both titles - this is useful in smaller windows or in high GUI scales, especially when the mod is used alongside recipe viewers like EMI which struggle with large chests.

Full Changeset: 23f89c6