mirror of
https://github.com/SquidDev-CC/CC-Tweaked
synced 2026-09-16 14:21:24 +00:00
Small bits of cleanup
Build system: - Switch to our new maven server. This has a cleaner separation between published packages and mirrored packages, to avoid leaking those into other people's builds. - Update Gradle and Loom versions. Code: - Link to definitions instead in the breaking changes page. - Fix several unused variable warnings. Other: - Remove unsupported Minecraft versions from the issue template.
This commit is contained in:
+3
@@ -5,6 +5,7 @@
|
||||
package dan200.computercraft.core.computer.computerthread;
|
||||
|
||||
import com.google.common.annotations.VisibleForTesting;
|
||||
import com.google.errorprone.annotations.Keep;
|
||||
import dan200.computercraft.core.ComputerContext;
|
||||
import dan200.computercraft.core.Logging;
|
||||
import dan200.computercraft.core.computer.TimeoutState;
|
||||
@@ -774,6 +775,7 @@ public final class ComputerThread implements ComputerScheduler {
|
||||
/**
|
||||
* The current state of this worker.
|
||||
*/
|
||||
@Keep
|
||||
private volatile ExecutorState $state = ExecutorState.IDLE;
|
||||
|
||||
/**
|
||||
@@ -784,6 +786,7 @@ public final class ComputerThread implements ComputerScheduler {
|
||||
* {@linkplain #afterWork()} finishes executing, we set this back to null and compute the difference between the
|
||||
* two, updating the {@link Metrics#JAVA_ALLOCATION} metric.
|
||||
*/
|
||||
@Keep
|
||||
private volatile @Nullable ThreadAllocation $threadAllocation = null;
|
||||
|
||||
/**
|
||||
|
||||
@@ -360,13 +360,13 @@ public class Main {
|
||||
|
||||
// And our VBA
|
||||
var termVertexArray = gl.createVertexArray("Terminal VAO");
|
||||
glEnableVertexArrayAttrib(termVertexArray, 0);
|
||||
glVertexArrayAttribFormat(termVertexArray, 0, 2, GL_FLOAT, false, 0); // Position
|
||||
glEnableVertexArrayAttrib(termVertexArray, 1);
|
||||
glVertexArrayAttribFormat(termVertexArray, 1, 2, GL_FLOAT, false, 8); // UV
|
||||
glEnableVertexArrayAttrib(termVertexArray, ATTRIBUTE_POSITION);
|
||||
glVertexArrayAttribFormat(termVertexArray, ATTRIBUTE_POSITION, 2, GL_FLOAT, false, 0); // Position
|
||||
glEnableVertexArrayAttrib(termVertexArray, ATTRIBUTE_UV);
|
||||
glVertexArrayAttribFormat(termVertexArray, ATTRIBUTE_UV, 2, GL_FLOAT, false, 8); // UV
|
||||
// FIXME: Can we merge this into one call?
|
||||
glVertexArrayVertexBuffer(termVertexArray, 0, termVertices, 0, 16);
|
||||
glVertexArrayVertexBuffer(termVertexArray, 1, termVertices, 0, 16);
|
||||
glVertexArrayVertexBuffer(termVertexArray, ATTRIBUTE_POSITION, termVertices, 0, 16);
|
||||
glVertexArrayVertexBuffer(termVertexArray, ATTRIBUTE_UV, termVertices, 0, 16);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user