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:
Jonathan Coates
2024-06-26 18:07:57 +01:00
parent 09d0f563b7
commit 0895200681
12 changed files with 29 additions and 29 deletions
@@ -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);