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Added Obelisk Voxel Shapes #937

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@Lemon-Juiced Lemon-Juiced commented Dec 22, 2024

…21.1

Description

In older versions of the mod, the voxel shapes and collision of an Obelisk aligned to the block, readded this functionality.

TODO

  • Port to 1.21.1 (my IDE is currently throws Gradle problems with the branch)

Breaking Changes

None that I can find, my game launched fine and features worked as intended.

If we would rather a subclass for the Obelisks to prevent clutter in the main MachineBlock class that would also be understandable, I just felt it would make more sense to add an alternate constructor and cut down on an extra class file that would be just the voxel stuff. This approach also allows for other Voxels to be added to other "non-full" blocks.

Checklist

  • My code follows the style guidelines of this project (.editorconfig, most IDEs will use this for you).
  • I have made corresponding changes to the documentation.
  • My changes are ready for review from a contributor.

@dphaldes
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Did you get the size from the current ingame model? The model was always meant to be temporary till we design entirety of EnderIO. The rest of the code changes are fine.

@Lemon-Juiced
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Lemon-Juiced commented Dec 24, 2024

It does match the size in game, however the code does not automatically do this, I had to manually adjust it.

If you are implying that the model will change in the future, this code may not take into account the vowel shape of a newer model. I had assumed this was already redone as the texture looks different than the 1.12.2 version.

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Looks good! There will be a proper model, but this is good enough for now

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