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feat: jar size reduction #2014
feat: jar size reduction #2014
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I can't check this out at the moment, but do block textures like leaves still have their transparent cutout parts made black when opaque with fast graphics? That has been an issue in the past with texture optimization attempts. |
apparently it's really easy to do without external things
temporary files begone
- use java.util.jar instead of java.util.zip - import JarJar
Apologies for not having been able to get around to reviewing this yet. We've been in the middle of a porting period which has been taking longer than expected, so I plan to look more in-depth at this after we release the 1.20.4 port and focus on the 1.5.0 update milestone. |
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sorry! it should be more accurate now. |
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I would also suggest you can switch the branch to 1.20.4 and account for the updated textures that need to be compressed such as the updated berry bush texture
Should I do that by creating a new PR or by switching the branch on this one and merging everything? |
Switching branch and merge everything then encompass new things and updated things etc (just would be my personal preference) |
…velop # Conflicts: # src/main/resources/assets/aether/textures/block/natural/berry_bush.png # src/main/resources/assets/aether/textures/block/natural/potted_berry_bush.png # src/main/resources/assets/aether/textures/block/natural/potted_berry_bush_stem.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/battle_sentry_moa/battle_sentry_moa_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/battle_sentry_moa/battle_sentry_moa_saddle_emissive.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/boko_yellow/boko_yellow_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/construction_bot/construction_bot_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/crookjaw_purple/crookjaw_purple_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/gargoyle_moa/gargoyle_moa_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/gilded_gharrix/gilded_gharrix_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/halcian_pink/halcian_pink_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/molten_moa/molten_moa_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/undead_moa/undead_moa_saddle.png # src/main/resources/assets/aether/textures/entity/mobs/moa/skins/valkyrie_moa/valkyrie_moa_saddle.png
Ended up implementing a different implementation of the first iteration of this as #2196. Keeping the image optimizations to the script instead of manually updating them on the repository is better for future-proofing, and the sound designers are more in charge of the audio optimizations. Using the machete plugin will also likely be better for maintainability from its simplicity. |
changes
.cache/
folder from jarshould save at least 2-3 megabytes, probably more when combined with The-Aether-Team/Nitrogen#21
I didn't realize that there was a commit naming policy, if necessary I can redo this, but squashing this pr should fix it anyways
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