- Makes ITurtleItem implement IColourableItem
- Only cache one turtle item model for all colours, rather than one for
each colour.
- Allow ITurtleAccess to set an arbitrary colour.
This allows for other items, such as turtles, to be dyed in the future.
This also adds support for the ore dictionary, meaning you can use other
mod's dyes to colour items.
This makes block/model names a little mode consistent and should help
with porting to 1.11.2.
- Prefix all tile entities with "computercraft:".
- Change all "pascalCase" and "CC-*" items to use underscore_case
- Listen to the missing mappings event and gracefully convert
blocks/items.
- Make InventoryUtil deal with item handlers instead. This
significantly simplifies the implementation, the interface now
does most of the hard work.
- Add InvWrapper item handlers to printers, disk drives and turtles
- Add IItemHandlerModifiable accessor to ITurtleAccess
- Migrate all other inventory code (mostly turtle commands) to use
item handlers instead.
- Lower case all model and texture names
- Move model registration code into preInit - this ensures we don't
get texture/model errors in the preInit stage.
Awfully sorry about this. It appears that Minecraft's annotations are
occasionally wrong. IntelliJ will automatically add "not-null" checks on
these annotations, resulting in crashes when they are actually null.
- General improvements of the docs.
- Move all ItemStack code to the ItemPocketComputer class
- Make PocketAPI execute on the server thread, rather than the computer
thread
There was a crash in RedstoneUtil when redstone state was changing next
to a full block due to the incorrect state being passed. By using
IBlockState methods we ensure that this cannot happen again.
The old IBlockState methods were also deprecated, so this reduces the
warning count a little. I've also moved string translation into
StringUtils, to reduce the number of deprecation warnings from there.
This uses Minecraft's colour tinting system in order to change the
colour of turtle models. This removes the need to have 16 models and
textures for each colour, reducing texture atlas space and hopefully
memory consumption.
See #145