- Adds a CheckStyle configuration which is pretty similar to CC's
existing one.
- Add the Gradle license plugin.
- Ensure the existing source code is compatible with these additional
checks.
See #239
This only renders the bounding box on non-screen edges of the monitor,
meaning you have an uninterrupted view of the screen when hovering
hover.
Closes#219
Rendering an item worked in principle, but had several caveats:
- The terminal did not fit well within the item's texture, so we had a
rather large border.
- The "correctness" of this was very tied to Minecraft's item rendering
code. This changed a little in 1.13, causing problems like #208.
Instead we effectively reuse the computer GUI rendering code, though
also handling coloured pocket computers and rendering the modem light.
This fixes#208, and hopefully fixes#212.
Look, I originally had this split into several commits, but lots of
other cleanups got mixed in. I then backported some of the cleanups to
1.12, did other tidy ups there, and eventually the web of merges was
unreadable.
Yes, this is a horrible mess, but it's still nicer than it was. Anyway,
changes:
- Flatten everything. For instance, there are now three instances of
BlockComputer, two BlockTurtle, ItemPocketComputer. There's also no
more BlockPeripheral (thank heavens) - there's separate block classes
for each peripheral type.
- Remove pretty much all legacy code. As we're breaking world
compatibility anyway, we can remove all the code to load worlds from
1.4 days.
- The command system is largely rewriten to take advantage of 1.13's
new system. It's very fancy!
- WidgetTerminal now uses Minecraft's "GUI listener" system.
- BREAKING CHANGE: All the codes in keys.lua are different, due to the
move to LWJGL 3. Hopefully this won't have too much of an impact.
I don't want to map to the old key codes on the Java side, as there
always ends up being small but slight inconsistencies. IMO it's
better to make a clean break - people should be using keys rather
than hard coding the constants anyway.
- commands.list now allows fetching sub-commands. The ROM has already
been updated to allow fancy usage such as commands.time.set("noon").
- Turtles, modems and cables can be waterlogged.
Are most of these changes small and petty? Yes. However, IMO they do
make the code more readable. Anyway, a summary of some of the more
interesting changes:
- Expose Abstract*Upgrade classes in the API
- Fix the spelling of Jonathan in the API docs (*shakes fist*)
- Fix bug with printout not working in the offhand.
- Rename any argments/variables accidentally named "m_*", and add an
inspection to prevent it happening again.
- Remove most of the Block*.Properties classes - just inline them in
the parent class.
- Return super.writeToNBT instead of reassigning at the top.
OK, so let's get this out of the way, there's some actual changes mixed
in here too. I'm really sorry:
- Turtles can now not be renamed with unnamed item tags (previously it
would clear the name, this seemed a little unideal).
- commands.getBlock(s)Data will also include NBT.
Now, onto the horror story which is these inspection changes:
- Make a lot of methods static
- Typo fixes
- Make utility classes final + private constructor
- Lots of reformatting (ifs -> ternary, invert control flow, etc...)
- ???
- Profit!
I'm so going to regret this - can pretty much guarantee this is going to
break something.
- Move container opening (and gui handling) into a separate class
- Move turtle/computer placement code onto the block
- GUIs now use gui{Left,Top} instead of calculating it manually.
- IPeripheralTile is now exposed in the API.
This is far more elegant than our weird method of baking things and
manually inserting them into the model map. Also means we no longer need
the whole turtle_dynamic thing.
This offers several advantages
- Less registration code: the subscribers are reigstered automatically,
and we don't need to worry about sided-proxies.
- We no longer have so many .instance() calls.
- Remove redundant constructors and super calls
- Standardise naming of texture fields
- Always use postfix notations for loops
- Cleanup several peripheral classes
Some methods act the same on both sides, and so can be in utility
classes. Others are only needed on one side, and so do not really need
to be part of the proxy.
- Remove TurtleVisionCamera. It would be possible to add this back in
the future, but for now it is unused and so should be removed.
- Move frame info (cursor blink, current render frame) into a
FrameInfo class.
- Move record methods (name, playing a record) into a RecordUtil class.
- getPickBlock is now implemented directly on computers and turtles,
rather than on the tile.
- Bounding boxes are handled on the block rather than tile. This ends
up being a little ugly in the case of BlockPeripheral, but it's not
the end of the world.
- Explosion resistance is only implemented for turtles now.
As CCEdu has not been updated, and is unlikely to be updated as Dan does
not have the rights to open source it, we're removing explicit support
for now.
If an alternative arises in the future, it would be good to support, but
in a way which requires less workarounds in CC's core.
This is a preliminary for updating to 1.13, as many of the name changes
apply to both. This will make it harder to remain consistent with
actual CC, though that will be less of a consideration when 1.13 hits.
- The current page is always centred when rendering in a GUI, with
the turned pages moving from the sides.
- Pages are no longer evenly distributed from the centre - they follow
an exponential decay curve, so ones further out are closer together
(a bit like an open book).
- Render pages and books in item frames/in-hand (rather than just
single pages).
This currently does some very dirty things with z values in order to
prevent z-fighting. It would be nice to avoid that, though turning off
writing to the z buffer causes issues with the bounding box.
Shaders appear to ignore all the other subtle (and not-so-subtle) hints
we drop that monitors shouldn't be rendered with shadows. This solution
isn't optimal, as monitors may still be tinted due to sunlight, but
there is nothing we can do about that.
Many thanks to ferreusveritas for their help in diagnosing, fixing and
testing this issue.
Shader mods may perform multiple passes when rendering a tile, so
monitors will be drawn transparently on later passes. In order to
prevent this we allow drawing the a single tile multiple times in a
tick.
There are several important things to note here:
- The network element is associated with the cable, whilst the
peripheral (and so packet sender/receiver) is associated with the
modem. This allows us to have the main element be in the centre of
the cable block, whilst the modem is in the centre of the adjacent
computer.
- Cables will connect to any adjacent network element, not just
other cables.
- Rednet messages are now sent on the computer thread, rather than the
cable tick.
This restructures monitor in order to make it thread-safe: namely
removing any world interaction from the computer thread.
Instead of each monitor having their own terminal, resize flag, etc...
we use a monitor "multiblock" object. This is constructed on the origin
monitor and propagated to other monitors when required.
We attempt to construct the multiblock object (and so the corresponding
terminal) as lazily as posible. Consequently, we only create the
terminal when fetching the peripheral (not when attaching, as that is
done on the computer thread).
If a monitor is resized (say due to placing/breaking a monitor) then we
will invalidate all references to the multiblock object, construct a new
one if required, and propagate it to all component monitors.
This commit also fixes several instances of glLists not being deleted
after use. It is not a comprehensive fix, but that is outside the scope
of this commit.
This migrates TurtleMultiModel's current vertex transformation system
into something more powerful and "correct". Namely, it has the following
improvements:
- Handles all position formats (float, byte, etc...)
- Correctly translates normals of quads
- Reorders faces if the winding order is reversed