Network packet rework - #40
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…ded ui labels for basic panel
remove block NBT tag 'powered' and fix broken textures improve tag accessors in NBTLayout to handle null values gracefully replace `ItemCardBase` with `IPanelDataSource` for improved type generalization in inventory and panel code restored array cards with new NBT system migrate inventory classes to API package and update imports
ImaMapleTree
marked this pull request as ready for review
April 7, 2026 01:37
Member
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did you apply spotless correctly in the last commit? |
Author
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I thought so but I guess not..? |
Member
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The Server seems to crash due to client methodes beeing loaded on the Server Side.... |
Member
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Please make sure to test in Multiplayer and Singleplayer, especially for such large scale PRs |
…nt-side only, fix multiplayer UI clashing
Author
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Apologies- I went back and tested to the best of my ability and managed to fix a few remaining things, everything seems to be working fine for me at this point |
Nikolay-Sitnikov
requested changes
Apr 11, 2026
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Depends on #39(Maybe just review this one?)A large-scale architectural overhaul of the network synchronization, inventory management, and card data pipeline
This PR contains breaking changes (listed above) and thus requires a subsequent PR to GT5u which I've already prepared
BREAKING CHANGES
Key points:
Additional minor changes:
Not addressed:
There are still large parts of the code that are messy, however, since NC is being deprecated in favor of Display-Panels I opted to not change anything more than what I felt was beneficial for the user/developer experience. It should be noted that rendering is still fairly inefficient and that spamming panels, while not creating additional memory allocations, still may cause FPS to drop due to the poor draw code.
I've attached screenshots of my allocations with a 15x21 array of individual panels- a screen of this same size (using extenders) has no FPS impact after my changes; but I don't show this in the screenshots. My apologies.
Note that FPS remains the same due to the issues I mentioned above
Before:

After:
