As explained in the comment, "built-in" rendering types are now manually
rendered ("finish"ed) before calling finish() on the main renderer. This
means our depth blocker hasn't actually been drawn (if a monitor is the
last TE to be rendered), and so blocks pass the depth test when they
shouldn't.
Fixes#599
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
Provides a basic interface for running examples on tweaked.cc. This is probably
janky as anything, but it works on my machine.
This is the culmination of 18 months of me building far too much infrastructure
(copy-cat, illuaminate), so that's nice I guess.
I should probably get out more.
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