By default CT applies them on the client and server. In a single player
world, this means we try to create two upgrades, which obviously fails!
Fixes#721
When exiting paint via the keyboard by typing "Ctrl" then "E"
separately, we consume the "key" event within paint, leaving the shell
to consume "read".
To avoid this, we run a sleep(0) to gobble any other left-over events.
Note, it's generally not enough to run a queueEvent/pullEvent here, as
the char event may not have ended up on the queue yet. Alas, as this
solution is pretty ugly.
- Move some shared Gui{Computer,Turtle} code into a new class. Using
entirely different naming conventions because of course (they are
consistent with MojMap, just not the rest of CC:T).
- Fix some mouse scaling issues in the terminal.
Speakers now play sounds using a custom set of packets.
- When playing a sound, we send the resource id, position, volume,
pitch and a UUID for the _speaker_ to all nearby clients.
- This UUID is then used when we need to update the sound. When the
speaker is moved or destroyed, we send a new packet to clients and
update accordingly.
This does have one side effect, that speakers can now only play one
sound at a time. I think this is accceptable - otherwise it's possible
to spam ward in a loop.
Notes still use the old networking code, and so will not be affected.
Closes#823
* Use toolchains as proposed by SquidDev-CC
* Removed jcenter() repo (where bad mercury dep was coming from)
Co-authored-by: ToadDev <748280+Toad-Dev@users.noreply.github.com>
The dedicated server always uses the default Language instance, as it's
setter method is stripped from the server jar. So if we mixin to this
instance's creation and load it with mods' en_us lang files, we will be
able to "translate" text on the server. Translate in quotes as we're
only loading en_us files, but mojang was the one who left out
translations on the dedicated server we shouldn't feel too bad.
1. "What is CC: Restiched" section now says I picked up maintaining the mod because the team working on Zundrel's fork can no longer mantain it so I picked it up to make it as equal as possible with CC:T.
2. Remove Bullet points next to images in "Conflicts" section
3.Add periods
4:Make CC: R/CC: T spacing more consistent
These blocks were not strictly needed but helped readability. I didn't
mean for the reformatter to change them while dealing with the "this"
problem. It also removed some braces in switch statements but who cares.
- Allow help files to use the ".md" suffix, and move changelog/whatsnew
to use them.
- When files end with ".md", the "help" program attempts to highlight
them. This involves:
- Colour code blocks with a lightGrey background.
- Replace lists to use bullet points instead of "-"/"*".
- Colours headings yellow.
The implementation of this is a bit janky because a) I wrote this and
b) we need to run this step before text wrapping, but preserve
colours and section positions over wrapping (thanks to Jack for
getting this working).
- Add section navigation to the help viewer, with left/right to move to
the next/previous section.
Closes#569
Without the blocker layer even VBOs didn't work with shaders. So instead
I put the blocker back and made it mask both color and depth buffers,
which fixes the bug with chests and water drawing over monitors. Since
it now masks color I hoisted it up to be drawn before the terminal, and
made the terminal slightly offset to solve z-fighting with VBO renderer.
Somewhere along the line the gl state was being mangled and I'm still
not sure where! I moved the monitor blocks from the cutout render layer
to the default solid layer, which obviates the depth blocker. I don't
think the transparent front of the monitor blocks was ever visible so
this should be fine. Then the terminal quads are moved slightly outward
to prevent z-fighting with the now present block front.
Finally I noticed some chests were not rendering correctly around
monitors, so I paired an endDrawing() call with our sneaky hack of
calling startDrawing() to force the rendering state. This fixed the
chests. Hopefully we haven't messed up the render state in more ways :)
- Upgade to Gradle 7.0 and FG 5.0
- Allow running with any Java version - this now correctly compiles
Forge with the right version.
- Upload to Modrinth too. This is entirely untested, so may need some
tweaking.