This list may grow each year with either new versions or patches. Enjoy!
Following is an example related to the usage of the various ignore capabilities.
Texture2D[] layers; | |
Texture2D compiledTexture = new Texture2D(layers[0].width, layers[0].height); | |
foreach(Texture2D layer in layers){ | |
Color[] baseColors = compiledTexture.GetPixels(); | |
Color[] layerColors = layer.GetPixels(); | |
for(int p = 0; p < baseColors.Length; p++){ |
domain,path,variant, | |
advgenerators,generators_data_port,inventory, | |
advgenerators,generators_data_port,normal, | |
appliedenergistics2,models/block/crafting/crafting_accelerator/builtin,, | |
appliedenergistics2,models/blocks/spatial_pylon/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_storage_16k/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_unit/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_storage_4k/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_storage_1k/builtin,, | |
appliedenergistics2,models/block/crafting/crafting_monitor/builtin,, |
{ | |
"parameters": { "name": <time_value>, ... }, | |
"clips": { "name": <clip>, ... }, | |
"states": [ "name", ... ], | |
"transitions": { "name_from": "name_to", ... }, | |
"start_state": "name" | |
} | |
<time_value> ::= | |
<number> // result = number; Constant value. |
<blockstate> == { | |
"forge_marker": 1, | |
"defaults": <variant>, // optional, added to all variants | |
"variants": { | |
"<property>": { | |
"<value>": <variant> // variant definition for the specified value of this property; variants for multiple values can be specified. | |
}, | |
"<variant name>": <variant>, // variant definition for the full variant string | |
"<variant name>": [<variant1>, ...], // array of definitions for the full variant - result will be the random variant | |
} |