- Use linear attenuation.
- Fix speakers being 16 times as loud as they should be. They correctly
cut off at the right distance, but didn't fade out as one might
expect.
- Clamp volume at 0, not 1. Fixes#892
I don't think anybody actually used these, and I'm not convinced they
had much value anyway.
It might be worth switching the refueling code to work as a registry
instead, though events are kinda nice.
- Remap everything to use MojMap class names too. This is what Forge
uses, so \o/.
This does NOT currently rename any classes to use suffix notation or
BlockEntity. That will come in a later change. We do however rename
references of "World" to "Level".
- Move the test mod into a separate "cctest" source set. As Forge now
works using Jigsaw we cannot have multiple mods defining the same
package, which causes problems with our JUnit test classes.
- Remove our custom test framework and replace it with vanilla's (this
is no longer stripped from the jar). RIP kotlin coroutines.
It's still worth using Kotlin here though, just for extension
methods.
- Other 1.17-related changes:
- Use separate tile/block entity tick methods for server and client
side, often avoiding ticking at all on the client.
- Switch much of the monitor rendering code to use vanilla's
built-in shader system. It's still an incredibly ugly hack, so not
really expecting this to work with any rendering mods, but we'll
cross that bridge when we come to it.
It's probably the lowest traffic module :p.
Also (somewhat) improve the deprecated messages in os.loadAPI. We really
need a proper article on require and converting from os.loadAPI.
Plan here is to release 1.98 for 1.16.x and 1.17.x and 1.97.1 for
1.15.x. However, will let this sit for a few days while I sort out 1.98
and the 1.17 port just in case any more bugs pop up.
This uses Netty's global traffic shaping handlers to limit the rate at
which packets can be sent and received. If the bandwidth limit is hit,
we'll start dropping packets, which will mean remote servers send
traffic to us at a much slower pace.
This isn't perfect, as there is only a global limit, and not a
per-computer one. As a result, its possible for one computer to use
all/most bandwidth, and thus slow down other computers.
This would be something to improve on in the future. However, I've spent
a lot of time reading the netty source code and docs, and the
implementation for that is significantly more complex, and one I'm not
comfortable working on right now.
For the time being, this satisfies the issues in #33 and hopefully
alleviates server owner's concerns about the http API. Remaining
problems can either be solved by moderation (with help of the
//computercraft track` command) or future updates.
Closes#33
Also add a test for rednet message sending. Hopefully gives some of the
modem and networking code a little bit of coverage (which is clearly the
same as being right :p).