Since 1.19.3, this was only populated when the player opened the
creative menu, and so was useless in survival or multi-player
worlds.
Rather than removing the field entirely (🦑 backwards compatibility), we
replace it with the empty list. We also remove it from the docs, and add
a note explaining what the field used to do.
Closes#1285, albeit in the least satisfactory way possible.
Fixes#1473.
There's an argument we should use Screen.hasControlDown() (which handles
Cmd vs Ctrl) instead of checking the modifiers, but we then need to
update all the translation strings, and I'm not convinced it's worth it
right now.
- Remove ITurtleItem (and ITurtleBlockEntity): this was, AFAIK, mostly
a relic of the pre-1.13 code where we had multiple turtle items.
I do like the theory of abstracting everything out behind an
interface, but given there's only one concrete implementation, I'm
not convinced it's worth it right now.
- Remove TurtleItemFactory/PocketComputerItemFactory: we now prefer
calling the instance .create(...) method where we have the item
available (for instance upgrade recipes).
In the cases we don't (creating an item the first time round), we now
move the static .create(...) method to the actual item class.
- Provide a helper method for creating threads with a lower priority.
- Use that in our network code (which already used this priority) and
for the computer worker threads (which used the default priority
before). I genuinely thought I did this years ago.
Instead of creating the upgrade serialiser registries in mod
initialisation, we now do it when the API is created. This ensures the
registries are available for other mods, irrespective of mod load order.
This feels a little sad (we're doing side effects in the static
initialiser), but is /fine/ - it's pretty much what other mods do.
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!
This means the config is no longer stored as static fields, which is a
little cleaner. Would like to move everything else in the future, but
this is a good first step.
We could do this in a more concise manner by wrapping Throwable rather
than reimplementing printStackTrace. However, doing this way allows us
to handle nested exceptions too.
Modrinth proxies images hosted on non-trusted domains through wsrv.nl,
for understandable reasons. However, wsrv.nl blocks tweaked.cc - I'm not
sure why. Instead we reference the image on GH directly, which works!
Also:
- Fix the modrinthSyncBody task pointing to a missing file.
- Update the licenses of a few files, post getting permission from
people. <3 all.
- Add a `timeout` parameter to http request and websocket methods.
- For requests, this sets the connection and read timeout.
- For websockets, this sets the connection and handshake timeout.
- Remove the timeout config option, as this is now specified by user
code.
- Use netty for handling websocket handshakes, meaning we no longer
need to deal with pongs.
In this case, we use Lua's tostring(x) semantics (well, modulo
metamethods), instead of Java's Object.toString(x) call. This ensures
that values are formatted (mostly) consistently between Lua and Java
methods.
- Add IArguments.getStringCoerced, which uses Lua's tostring semantics.
- Add a Coerced<T> wrapper type, which says to use the .getXCoerced
methods. I'm not thrilled about this interface - there's definitely
an argument for using annotations - but this is probably more
consistent for now.
- Convert existing methods to use this call.
Closes#1445
- Fix monitor renderer debug text showing up even when debug overlay
was not visible. This was a Forge-specific bug, which is why I'd not
noticed it I guess??
- Don't crash on alternative implementations of LoggerContext. Fixes
#1431. I'm not 100% sure what is causing this - it doesn't happen
with just CC:T at least - but at least we can bodge around it.
This is a little more general than InventoryStorage and means we can get
rid of our nasty double chest hack.
The generic peripheral system doesn't currently support generics (hah),
and so we need to use a wrapper class for now.
- Standardise our badges a little, adding a modrinth badge.
- Mention Fabric and Forge support.
- Don't include MC version in the Modrinth version number. I feel this
was required at some point, but apparently not any more! This also
allows us to use Modrinth for the Forge update JSON.
This is a horrible commit: It's a breaking change in a pretty subtle
way, which means it won't be visible while updating. Fortunately I think
the only mod on 1.19.4 is Plethora, but other mods (Mek, Advanced
Peripherals) may be impacted when they update. Sorry!
For some motivation behind the original issue:
The default IArguments implementation (VarargArguments) lazily converts
Lua arguments to Java ones. This is mostly important when passing tables
to Java functions, as we can avoid the conversion entirely if the
function uses IArguments.getTableUnsafe.
However, this lazy conversion breaks down if IArguments is accessed on a
separate thread, as Lua values are not thread-safe. Thus we need to
perform this conversion before the cross-thread sharing occurs.
Now, ideally this would be an implementation detail and entirely
invisible to the user. One approach here would be to only perform this
lazy conversion for methods annotated with @LuaFunction(unsafe=true),
and have it be eager otherwise.
However, the peripheral API gets in the way here, as it means we can no
longer inspect the "actual" method being invoked. And so, alas, this
must leak into the public API.
TLDR: If you're getting weird errors about scope, add an
IArguments.escapes() call before sharing the arguments between threads.
Closes#1384
- Add a new recipe type for turtle overlays, and recipe generator
support for this recipe.
- Add trans and rainbow flags.
- Exclude .license files from the generated jar. I'm not thrilled on
the whole .license file system, but it's kinda the easiest way.
- Regenerate data. Yes, this is 90% of the commit :D.
- Fix several inaccuracies with several files not marking Dan's
authorship. Most of these are new files, where the code was moved from
somewhere else:
- In the public API: IDynamicLuaObject, ILuaAPI, TaskCallbakc,
IDynamicPeripheral, UpgradeBase
- In the ROM: fs, http, require
- Do not mark Dan as an author for entirely new code. This affects
DetailHelpers, DropConsumer, FluidData, InventoryMethods, ItemDetails,
MonitorRenderState, NoTermComputerScreen, Palette, PlatformHelperImpl,
UploadFileMessage, the Terminal tests, and any speaker-related files.
- Relicence many files under the MPL where we have permission to do
so. See #1339 for further details.
Thank you to everyone who has contributed so far! Cannot overstate how
appreciated it is <3.
Trying to play a non-DFPWM (or WAV) file will generate terrible noise,
which in turns generates confused users. Instead, fail to play the audio
file and redirect them to the docs.
When a client sided pocket computer was first seen via an item stack
(rather than the computer state being synced over the networK), it would
always be created in greyscale due to this incorrect instanceof check.
Closes#1347
- Consult __name in native code too. Closes#1355. This has the added
advantage that unconvertable values (i.e. functions) will now
correctly be reported as their original type, not just nil.
- Fix the error message in cc.expect, so it matches the rest of Lua.
This has been bugging me for years, and I keep forgetting to change
it.
- Several files where @MCJack123 is the exclusive contributor. He has
signed over all contributions to "any OSI-approved license". Thank
you!
- Various the file handle classes: Looking at these again, I don't
think they contain any of the original code.
- Timeouts are now driven by an interrupt system, rather than polling.
While we do not impose memory limits, this should close#1333.
- Update the table library to largely match Lua 5.4:
- Add table.move
- Table methods (with the exception of foreach/foreachi) now use
metamethods (closes#1088).
There's still some remaining quirks (for instance, table.insert
accepts values out-of-bounds), but I think that's fine.
- Cobalt's threaded-coroutine system is gone (load now supports
yielding), so we no longer track coroutine metrics.
- Type errors now use __name. See #1355, though this does not apply to
CC methods (either on the Java or CraftOS side), so is not enough to
resolve it.
See https://github.com/SquidDev/Cobalt/compare/v0.6.0...v0.7.0 for the
full delta.
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/
Many thanks to Lem for managing to reproduce it. It was actually an easy
bug bug to spot on second look, but having a reliable way to verify was
super helpful.
Fixes#1338
While it is a really nice library, it ends up being a bit overkill for
our needs - we don't need config syncing or anything. By NIHing our own,
we can drop one dependency and ease the updating burden a little.
Closes#1296
Mostly in prep for 1.19.4.
- Update to Loom 1.1.
- Simplifies our handling of remapped configurations a little.
- Removes the need for a fake fabric.mod.json in the API jar.
For reasons I don't quite understand, this required us to bump the
Fabric API version. Otherwise interfaces are not injected.
- Update to Rollup 3.0.
- Do NOT update NullAway: It now correctly checks @Nullable fields in
inherited classes. This is good, but also a pain as Minecraft is a
little over-eager in where it puts @Nullable.
We define a tag which allows specifying which blocks can be used. Right
now this is is just cauldrons and hives, as they have "placing into"
semantics.
Closes#1305. Many thanks to Lindsay-Needs-Sleep for their initial work
on this!
Fixes#1008. I believe also fixes#854.
- We now write to a "ids.json.new" file, then move that on top of the
original ids.json file instead.
- Use FileChannel.force to ensure the new file is properly flushed to
disk. I can't really guarantee this'll work with the later
Files.move, but it's better than not doing it!
Closes#1346.
See the discussion in #1352 - Netty uses the system one by default,
so no sense creating our own.
Also make sure we through the HTTP error every time, not just on the
first failure. Otherwise we get cryptic connection dropped errors.
Given an input like f(x), which is both a valid statement and
expression, both parsers would accept the whole input. However, this was
treated the same as both parsers rejecting the input, resulting in a
crash when trying to print the error.
We now return immediately when any parser accepts the input.
Fixes#1354
Translations for Italian
Translations for French
Co-authored-by: Alessandro <ale.proto00@gmail.com>
Co-authored-by: RomanPlayer22 <romansulc13122006@gmail.com>
Co-authored-by: chesiren <chesiren63@gmail.com>
If someone had a recursive table (created with an IIFE), then we'd throw
an error inside reserialize. We now catch this error and silently drop
the value.
I'm not thrilled by this behaviour - there's an argument we should
return false instead - but it's consistent with what we currently do.
Closes#1337.
Historically, the VBO was an order of magnitude slower than the TBO
renderer. However, as of fccca22d3f, the
difference is much smaller now. While TBOs /are/ still faster, this only
has a measurable impact in extreme stress tests, and so isn't worth the
occasional issues which occur.
I'm still keeping the code around for now: I'm incredibly fond of it,
even three years later. I may end up re-evaluating this the next time
Minecraft's rendering code changes :D.
This also adds a line to the debug screen showing the current monitor
renderer, though maybe less useful now that almost everyone will be
using VBOs!
Previously it was possible to access all methods of the multishell
redirect by calling term.current(). This is definitely not intended, as
it leaks all sorts of internals to the user.
Also bump illuaminate - the new version is about twice as fast on my
machine.
Woops!
- Fix the REPL not printing values, as exception.try didn't return
values. It did originally, and then I tried to simplify it >_>
- Change repl_exprs to run an expression and program parser in
parallel, rather than handling the parallelism on the grammar side -
that has a few shift/reduce conflicts which result in bad parse
errors.
- Bump Cobalt to 0.6.0. We now track both line and column numbers of
each bytecode instruction, allowing us to map an error to a concrete
position.
- `loadfile` (and similar functions) now use the full path, rather than
the file name. Cobalt truncates this to 30 characters (rather than
the previous 60) so this should be less noisy.
- The shell, edit and Lua REPL now display the corresponding source
code alongside an error.
Note this is incredibly limited right now - it won't cope with errors
which cross coroutine boundaries. Supporting this is on the roadmap,
but requires some careful API design.
While it's a nice immersive interaction, it's far too easy to trigger by
accident. Dying/undying can now only be done via crafting and the
cauldron.
Closes#1321