Commit Graph

8 Commits

Author SHA1 Message Date
Jonathan Coates 07684080d5
Update to 1.20.5
- Switch most network code to use StreamCodec
 - Turtle/pocket computer upgrades now use DataComponentPatch instead of
   raw NBT.
2024-04-25 20:17:47 +01:00
Jonathan Coates fc834cd97f
Update to 1.20.4 2024-01-31 20:55:14 +00:00
Jonathan Coates a617d0d566
Rewrite turtle upgrade modeller registration API
Originally we exposed a single registerTurtleUpgradeModellermethod which
could be called from both Fabric (during a mod's client init) and Forge
(during FMLClientSetupEvent).

This was fine until we allowed upgrades to specify model dependencies,
which would then automatically loaded, as this means model loading now
depends on upgrade modellers being loaded. Unknown to me, this is not
guaranteed to be the case on Forge - mod setup happens at the same time
as resource reloading!

Unfortunately there's not really a salvageable way of fixing this with
the current API. Forge now uses a registration event-based system,
meaning we can guarantee all modellers are loaded before models are
baked.
2024-01-16 23:00:49 +00:00
Jonathan Coates 940f59b116
Automatically bake models from turtle modellers (#1531)
This avoids us having to list a bunch of model locations twice, and
hopefully makes things a little cleaner for add-on authors too
2023-07-22 19:51:50 +00:00
Edvin f54cb8a432
Allow upgrades to read/write upgrade data from ItemStacks (#1465) 2023-07-02 10:55:55 +01:00
Jonathan Coates 4d064d1552
Document some of our client classes
This is mostly aiming to give an overview rather than be anything
comprehensive (there's another 230+ undocumented classes to go :p), but
it's a start.

Mostly just an excuse for me to procrastinate working on the nasty bugs
though!
2023-06-02 21:59:45 +01:00
Jonathan Coates 895bc7721a
License CC:T according to the REUSE specification (#1351)
This adds SPDX license headers to all source code files, following the
REUSE[1] specification. This does not include any asset files (such as
generated JSON files, or textures). While REUSE does support doing so
with ".license" files, for now we define these licences using the
.reuse/dep5 file.

[1]: https://reuse.software/
2023-03-15 21:52:13 +00:00
Jonathan Coates f04acdc199
Split CC:T into common and forge projects
After several weeks of carefully arranging ribbons, we pull the string
and end up with, ... a bit of a messy bow. There were still some things
I'd missed.

 - Split the mod into a common (vanilla-only) project and Forge-specific
   project. This gives us room to add Fabric support later on.

 - Split the project into main/client source sets. This is not currently
   statically checked: we'll do that soon.

 - Rename block/item/tile entities to use suffixes rather than prefixes.
2022-11-10 08:54:09 +00:00