1
0
mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-11-13 05:19:59 +00:00
Commit Graph

5 Commits

Author SHA1 Message Date
Jonathan Coates
18c9723308
Add a standalone CC:T UI
Does it count as an emulator when it's official? I hope not, as this'd
make it my fourth or fifth emulator at this point.

 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Developing/debugging CraftOS is a massive pain to do inside Minecraft,
as any change to resources requires a compile+hot swap cycle (and
sometimes a `/reload` in-game). As such, it's often more convenient to
spin up an emulator, pointing it to load the ROM from CC:T's sources.

However, this isn't practical when also making changes to the Java
classes. In this case, we either need to go in-game, or build a custom
version of CCEmuX.

This commit offers an alternative option: we now have our own emulator,
which allows us to hot swap both Lua and Java to our heart's content.

Most of the code here is based on our monitor TBO renderer. We probably
could share some more of this, but there's not really a good place for
it - feels a bit weird just to chuck it in :core.

This is *not* a general-purpose emulator. It's limited in a lot of
ways (won't launch on Mac[^1], no support for multiple computers) - just
stick to what's there already.

[^1]: We require OpenGL 4.5 due to our use of DSA.
2023-10-28 17:58:11 +01:00
Jonathan Coates
895bc7721a
License CC:T according to the REUSE specification (#1351)
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/
2023-03-15 21:52:13 +00:00
Jonathan Coates
99a2b26fc5
Fix some typos in ARCHITECTURE.md
Mostly just relics of the old multi-loader branch.
2022-12-14 18:49:06 +00:00
Jonathan Coates
8d2e150f05
Various improvements to packaging
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.
2022-11-17 09:26:57 +00:00
Jonathan Coates
8152f19b6e
Fabric lol
- 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.
2022-11-10 19:42:34 +00:00