Changes:
- Tighten the item frame search area to avoid showing incorrect chest icons in compact storage rooms.
Changelog: https://github.com/sisby-folk/inventory-tabs/releases/tag/v1.0.5
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)
Changelog: https://github.com/sisby-folk/inventory-tabs/releases/tag/v1.0.4
Changes:
- API: Expose more fields, add tab guessing 'API', publish on maven.
Changelog: https://github.com/sisby-folk/inventory-tabs/releases/tag/v1.0.3
Fix loading on forge, expand version compatibility, make block raycasts more lenient.
Changelog: https://github.com/sisby-folk/inventory-tabs/releases/tag/v1.0.2
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)
Changelog: https://github.com/sisby-folk/inventory-tabs/releases/tag/v1.0.1
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 tofolk.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: https://github.com/sisby-folk/inventory-tabs/commit/23f89c6d64bb79fc38123622e3f66465bdf3e54a