Maybe the capability system was a mistake in retrospect, as we don't
store the peripheral outside, so there's no way to reuse it. That will
probably come in a later change.
As a smaller fix, we pass the invalidate listener directly. The lifetime
of this is the same as the computer, so we don't create a new one each
time.
There's still the potential to leak memory if people break/replace a
computer (as listeners aren't removed), but that's an unavoidable flaw
with capabilities.
Fixes#593
I'm getting quite addicted to this. Maybe less savings than monitors,
but still worth doing due to the number of files created.
Also fix our angle calculations for monitors. Thankfully we hadn't
shipped this yet :).
Means we can now do fs.combine("a", "b", "c"). Of course, one may just
write "a/b/c" in this case, but it's definitely useful elsewhere.
This is /technically/ a breaking change as fs.combine(a, b:gsub(...))
will no longer function (as gsub returns multiple arguments). However,
I've done a quick search through GH and my Pastebin archives and can't
find any programs which would break. Fingers crossed.
A little dubious, but apparently CC used to support it. This means we're
consistent with methods like io.write or string.len which accept strings
or numbers.
Fixes#591
I didn't think it was worth it, and then I found myself needing to
update a dozen of them. The code isn't especially pretty, but it works,
so that's fine.
Also fixes several issues with us using the wrong texture (closes#572).
I've put together a wiki page[1] which describes each texture in a
little more detail.
[1] https://github.com/SquidDev-CC/CC-Tweaked/wiki/Monitor-texture-reference
When we construct a new ServerPlayerEntity (and thus TurtlePlayer), we
get the current (global) advancement state and call .setPlayer() on it.
As grantCriterion blocks FakePlayers from getting advancements, this
means a player will no longer receive any advancements, as the "wrong"
player object is being consulted.
As a temporary work around, we attempt to restore the previous player to
the advancement store. I'll try to upstream something into Forge to
resolve this properly.
Fixes#564
This is a long way away from "feature complete" as it were. However,
it's definitely at a point where it's suitable for general usage - I'm
happy with the API, and don't think I'm going to be breaking things any
time soon.
That said, things aren't exposed yet for Java-side public consumption. I
was kinda waiting until working on Plethora to actually do that, but not
sure if/when that'll happen.
If someone else wants to work on an integration mod (or just adding
integrations for their own mod), do get in touch and I can work out how
to expose this.
Closes#452
Minecraft propagates "strong" redstone signals (such as those directly
from comparators or repeaters) through solid blocks. This includes
computers, which is a little annoying as it means one cannot feed
redstone wire from one side and a repeater from another.
This changes computers to not propagate strong redstone signals, in the
same way transparent blocks like glass do.
Closes#548.
The HTTP filtering system becomes even more complex! Though in this
case, it's pretty minimal, and definitely worth doing.
For instance, the following rule will allow connecting to localhost on
port :8080.
[[http.rules]]
host = "127.0.0.1"
port = 8080
action = "allow"
# Other rules as before.
Closes#540