- Fix client classes not being included in Forge.
- Only remap Nettty's HTTP classes, not all of them. This feels a
little more error prone - maybe we should jar-in-jar this in the
future.
- Use the correct refmaps on Forge.
- Prevent the Fabric jar pulling in some other mods.
Closes#1247
Lots of minor changes, but nothing too nasty - just tedious.
Known bugs/issues:
- REI and JEI haven't been updated at the time of writing, so our usage
of their APIs may be incompatible.
- Crash when opening the config UI in Fabric, as forgeconfigapi-port
hasn't been updated yet.
Will hold off on doing a release until those mods have updated.
- Update ForgeConfigAPI to the latest version, to fix the race
condition.
- Move WirelessNetwork lifecycle management to ServerContext.
- Some doc fixes.
- Remove deprecated API members in prep for 1.19.3. This allows us to
remove the mc-stubs and forge-stubs projects.
- Make several methods take a MinecraftServer instead of a Level (or
nothing at all).
- Remove I prefixes from a whole bunch of interfaces, making things a
little more consistent with Java conventions.
This avoids touching the "main" interfaces people consume for now. I
want to do that another Minecraft version, to avoid making the update
too painful.
- Remove IFileSystem and associated getters. This has never worked very
well and I don't think has got much (any?) usage.
- Add a new ClientJavaExec Gradle task, which is used for client-side
tests. This:
- Copies the exec spec from another JavaExec task.
- Sets some additional system properties to configure on gametest framework.
- Runs Java inside an X framebuffer (when available), meaning we
don't need to spin up a new window.
We also configure this task so that only one instance can run at
once, meaning we don't spawn multiple MC windows at once!
- Port our 1.16 client test framework to 1.19. This is mostly the same
as before, but screenshots no longer do a golden test: they /just/
write to a folder. Screenshots are compared manually afterwards.
This is still pretty brittle, and there's a lot of sleeps scattered
around in the code. It's not clear how well this will play on CI.
- Roll our own game test loader, rather than relying on the mod loader
to do it for us. This ensures that loading is consistent between
platforms (we already had to do some hacks for Forge) and makes it
easier to provide custom logic for loading client-only tests.
- Run several client tests (namely those involving monitor rendering)
against Sodium and Iris too. There's some nastiness here to set up
new Loom run configurations and automatically configure Iris to use
Complementary Shaders, but it's not too bad. These tests /don't/ run
on CI, so it doesn't need to be as reliable.
This fixes several issues I had with consuming multi-loader CC:T in
various upstream mods.
- Include /all/ sources in the Forge/Fabric jar. Before it was just the
common classes, and not the core or API.
- Use some Gradle magic to remove superfluous dependencies from the POM
file. Also make sure Cobalt and Netty are present as dependencies.
- Start using minimize() in our shadow jar config again.
- Add support for Fabric. This is mostly pretty simple, though does
require a lot more mixins than Forge.
Half this diff is due to data generators: we run them separately as
some aspects (recipes mostly) are different between the loaders.
- Add integration with Iris (same as our Oculus support) and REI
(mostly the same as our JEI support).
- Generic peripherals only support inventories (or rather
InventoryStorage) right now. Supporting more of the Fabric storage
API is going to be tricky due to the slotted nature of the API: maybe
something to revisit after Transfer API V3 (V4?, I've lost track).
Note, this does /not/ mean I will be publishing a Fabric version of
CC:T. My plan is to rebase CC:R on top of this, hopefully simplifying
the maintenance work on their end and making the two mods a little more
consistent.