We have several items (e.g. ComputerItem), which only exist for their
custom tooltip implementation. We remove these, and replace them
vanilla-style component-based tooltips (TooltipProvider).
The implementation here is a little janky — as the vanilla list of
components is hard-coded, and neither mod loader offers a way to extend
it. For now we just use the generic mod-loader tooltip hook — this
probably would be easier with a mixin, but let's do things Properly.
It would be nice to fully remove DiskItem (we only keep this around for
doesSneakBypassUse), but that can be a future task.
Introduced by the previous commit — I'd made one of the checks too lax.
Add some tests for this, so it doesn't happen again, though this code
does get a complete rewrite in 1.21 anyway >_>.
Another go at fixing #2127.
In a892739f8e we set the precision on the
Tbo uniform. However, this is stripped in the shader pre-processing
Pojav/gl4es does, and so has no effect. As a (terrible) workaround, we
now just ignore shader loading errors. This probably does leak memory
(we'll never clean up the program), but there's not much we can do about
that.
We send the item-form of the current computer in the computer menu data.
However, this leaks the current LockCode, as we include all components.
We now only gather a safe subset of components when constructing the
item.
These just return details about the currently equipped *item*. This
allows us to expose information about the currently equipped upgrade,
without having to invent a whole new format.
Docs are a bit consise, but didn't really know how to flesh them out any
further.
Fixes#964, fixes#1613, closes#1692.
Some people run Minecraft on OpenGL ES GPUs via the gl4es translation
bridge. This sets the default precision for floats and ints, but not
usamplerBuffer.
Using lowp should be fine here (we don't need to encode much info!), but
we use mediump just in case. Have run this through the Mali Offline
compiler, and it seems fine with it.
Fixes#2127.
This bumps them to be 48x48, which allows them to be downscaled to a
mipmap level of 4. We possibly should bump these to be 64x64 (actual
power of two), but I kinda want to avoid that, as it's so much wasted
space. If this does become a problem, we should probably put these on a
separate atlas instead.
Honestly, the whole design around volume and playSound/playAudio is a
little janky — it probably should be a separate setVolume method which
updates directly. But too late to change that now, so let's do what we
can.
See #2108
ComputerItem was just an empty subclass, so no sense keeping around. We
probably could get rid of CommandComputerItem too (just do an `instanceof
GameMasterBlock` in `getPlacementState`), but there's no rush.
We now register these separately, rather than relying on the implicit
IMedia. This allows us to share a bit more logic between
PocketComputerItem and AbstractComputerItem. This doesn't make much
difference on 1.20.1, but does help a bit more on 1.21.1.
Now, hear me out, what if instead of having three @Nullable annotations,
we had *four*?
I've been wanting to switch away from javax.annoations for a while. The
library has been deprecated for ever and, unlike other @Nullable
annotations, the annotation is attached to the parameter/function
itself, rather than the type.
We use JSpecify rather than one of the alternatives (JetBrains,
CheckerFramework) mostly because it's what NullAway recommends. We keep
CheckerFramework around for @DefaultQualifier, and JB's for @Contract.
There are some ugly changes here — for instance, `@Nullable byte[]` is
replace by `byte @Nullable`, and `@Nullable ILuaMachine.Factory` is
`ILuaMachine.@Nullable Factory`. Ughr, I understand why, but it does not
spark joy :).
This allows shift+clicking a pocket computer on to a lectern. These
computers can be right clicked, opening the no-term computer GUI.
Terminal contents is rendered in-world, and broadcast to everyone in
range.
- Add a new lectern PocketHolder.
- Refactor some of the `PocketItemComputer` code to allow ticking pocket
computers from a non-player/entity source.
- Add a new model for pocket computers. This requires several new
textures (somewhat mirroring the item ones), which is a little
unfortunate, but looks much better than reusing the map renderer or
item form.
In 94ad6dab0e, we changed it so typing
characters outside of CC's codepage were replaced with '?' rather than
ignored. This can be quite annoying for non-European users (where latin1
isn't very helpful!), so it makes sense to revert this change.
See discussion in #860 for more context.
It's not actually safe to reuse this, as we need to recompute the
internal StackedContents each time the inventory changes, otherwise
ShapelessRecipe.matches will continue to return true, even if the actual
inventory doesn't include the required items.
Fixes#2094
Oh, this is so broken, and really has been since the 1.13 update, if not
earlier.
- Fix call to isUnobstructed using the bounding box of the
*destination* block rather than the turtle. This is almost always
air, so the box is empty.
- Because the above check has been wrong for so many years, we now
significantly relax the "can push" checks for entities. We now allow
pushing entities in any direction.
We also remove the "isUnobstructed" check for the destination entity
pos. This causes problems (if two entities are standing on a turtle,
they'll obstruct each other), and given pistons don't perform such a
check, I don't think we need it.
- Also do a bit of cleanup around air/liquid checks. We often ended up
reading the block state multiple times, which is a little ugly.
- Remove ContainerData.open.
- Change PlatformHelper.openMenu to take a separate display name and
MenuConstructor, rather than a MenuProvider. This makes the interface
slightly easier to use in the common case, where we want to use
lambdas instead.
- Check whether the computer is a command computer before registering
the capability.
- Add tests to check what is/isn't a peripheral. See also #2020, where
we forgot to register a peripheral on NeoForge 1.21.1.
Fixes#2070.
This isn't required in vanilla, as the command computer is a
GameMasterBlock, and so isn't placeable in the first place.
*However*, this is a problem with Create contraptions — with those it's
possible to "place" a command computer complete with NBT. We override
onlyOpCanSetNbt to prevent this [^1].
[^1]: 7a7993deb8/src/main/java/com/simibubi/create/foundation/utility/NBTProcessors.java (L179)
This adds a new "computercraft:storage_capacity" component to items (and
"Capacity" NBT tag to BEs), that overrides the capacity for the given
item.
Fixes#1814
This is where vanilla will read the sprites from in future versions, so
means we have a consistent layout between versions.
Also move the turtle "selected slot" texture to a sprite sheet. It would
be good to do more of these in the future (e.g. printer progress, maybe
bits of printouts).
Sorry to resource pack artists for causing trouble again.
We currently need to pass a whole bunch of arguments to a ServerComputer
in order to construct it, and if we implement #1814, this will get a
whole lot worse. Instead, we now pass most parameters (computer id,
family, label, term size, components) via a separate Properties class,
much like Minecraft does for blocks and items.
I'm not wild about the design of the API here, but I think it's a step
in the right direction.
We now convert uncode characters from "char" and "paste" events to CC's
charset[^1], rather than just leaving them unconverted. This means you
can paste in special characters like "♠" or "🮙" and they will be
converted correctly. Characters outside that range will be replaced with
"?", as before.
It would be nice to make this a bi-directional mapping, and do this for
Lua methods too (e.g. os.setComputerLabel). However, that has much wider
ramifications (and more likelyhood of breaking something), so avoiding
that for now.
- Remove the generic "queue event" client->server message, and replace
it with separate char/terminate/paste messages. This allows us to
delete a chunk of code (all the NBT<->Object conversion), and makes
server-side validation of events possible.
- Fix os.setComputerLabel accepting the section sign — this is treated
as special by Minecraft's formatting code. Sorry, no fun allowed.
- Convert paste/char codepoints to CC's charset. Sadly MC's char hook
splits the codepoint into surrogate pairs, which we *don't* attempt
to reconstruct, so you can't currently use unicode input for block
characters — you can paste them though!
[^1]: I'm referring this to the "terminal charset" within the code. I've
flip-flopped between "CraftOS", "terminal", "ComputerCraft", but feel
especially great.
This abstraction never made much sense on InputHandler, as we only leave
the default methods on ServerComputer.
We now add a new class (ComputerEvents), which has a series of *static*
methods, that can queue an event on a ComputerEvents.Receiver object.
This is a bit of an odd indirection (why not just make them instance
methods on Receiver?!), but I don't really want those methods leaking
everywhere.
As part of this, we also rewrite some of the turtle placing code, and
how it uses the turtle_can_use tag:
Minecraft 1.21 cleaned up the item/block clicking code a little bit,
splitting Block.use into Block.useItemOn and Block.useWithoutItem. The
first of these is pretty much exactly what we wanted in the first place,
so the tag was kinda redundant and we commented it out in the 1.21
update.
This was never meant to be a long-term fix, but time has gone by anyway.
We now check that tag, and call useWithoutItem() if present —
effectively restoring the previous behaviour.
Fixes#2011
When "placing" the item (e.g. hoeing soil), we were using the tool item,
rather than the passed stack. This was introduced in
9a914e75c4, so never made it into a
release.
- Disable Gradle module metadata for all Minecraft projects
- Run dependency exclusion code for all projects
We need the former for MDG on 1.21, so might as well do some other
cleanup while we're here.
useOn is now only responsible for firing the actual mod loader events,
and just returns the result of firing that event. The actual calling of
Block.use/Item.useOn now live in TurtlePlaceCommand.
This isn't especially useful for 1.20.1, but is more relevant on 1.21.1
when we look at #2011, as the shared code is much larger.