While it's a nice immersive interaction, it's far too easy to trigger by
accident. Dying/undying can now only be done via crafting and the
cauldron.
Closes#1321
It's much less aggressive than dunking it in a cauldron, so won't damage
any of your precious electronics.
I had this idea back in 2017 (dan200/ComputerCraft#230). Can't believe
it took me almost 6 years to implement.
In older versions we just used a hard-coded list of items and
superclasses. This was somewhat ugly, and so in 1.19.3 I tried to make
this code more generic.
However, this has a lot of unintended consequences - for instance
turtles can now throw ender pearls, which is definitely not intended!
By using a tag, we can emulate the old behaviour, while still allowing
modders and pack devs to add additional items if needed.
- Move modem recipes out of the usage section.
- Add missing argument names to BinaryWriableHandle.write. Illuaminate
really should catch this, but for now I did a grep and couldn't find
any more instances of this.
- Document the thread safety of DetailRegistry a little better.
- Turtles now duplicate their inventory to the "previous
inventory" (now called inventorySnapshot) immediately, rather than
when the block is ticked.
This is slightly more resource intensive, but I don't think it's so
bad we need to worry.
- As this snapshot is now always up-to-date, we can read it from the
computer thread. Given the item is immutable, it's safe to read NBT
from it.
_Technically_ this is not safe under the Java memory model, but in
practice I don't think we'll observe the wrong value.
Closes#1306
Just ran[^1] over the codebase. Turns out we'd duplicated one of the
changelog entries entirely - I suspect due to a version merge gone
wrong!
[^1]: https://github.com/crate-ci/typos/
When the peripheral is attached, we add the computer to the map and
queue the actual disk to be mounted next tick. This avoids the
thread-safety issues with mutating the item (and creating disk ids) that
might be caused by doing it on the computer thread.
The mount is now also managed separately to the MediaStack, as that was
meant to be an immutable snapshot of the item!
Fixes#1282
This gives us slightly better guarantees that the config has actually
been loaded. This, along with a FCAP bump, fixes this config option
not doing anything on Fabric.
I was having issues where dropped items would clip into blocks when
dropped, and then phase upwards through the turtle instead. This makes
things a little more consistent with dispenser behaviour.
Instead of taking control of the breaking logic in all cases, we now
only do so when we have both a cable and modem. This allows us to fall
back to default vanilla behaviour and so correctly drop the modem/cable
item.
We now call getLevel() when attaching the peripheral, so need the
position to be available immediately. Fixes#1274.
I /think/ the entity should always be present, as peripherals are
only created on startup or when calling pocket.equipBack, both of which
require a player.[^1]
I suspect this was a little broken before (the level wouldn't be
available if a modem received a message before the position had
been set), but that would be much rarer.
I'm not 100% convinced about the thread-safety of this code (the writes
to level may not be immediately visible on other threads), so may need
to think about that.
[^1]: Note that when peripherals come to be /attached/ they may no
longer have a player (as there's a gap between turning a computer on and
it actually starting). However, the level/position will have been
initialised by then, so this isn't a problem.
Use `InteractionResult.sidedSuccess` / `.CONSUME` where applicable instead of `.SUCCESS`. This prevents the server from sending an additional swing animation packet to the client. Normally this isn't a problem, since the client will de-duplicate swing packets if they are within the animation duration of the currently playing swing; however, when connected to a server with a high ping the packet is sent after the animation is already finished on the client, resulting in a duplicate animation.
We now perform movement translations before rendering the label, rather
than afterwards. This means the label moves smoothly(ish), rather than
jumping from block to block.
- Separate FileMount into separate FileMount and WritableFileMount
classes. This separates the (relatively simple) read-only code from
the (soon to be even more complex) read/write code.
It also allows you to create read-only mounts which don't bother with
filesystem accounting, which is nice.
- Make openForWrite/openForAppend always return a SeekableFileHandle.
Appendable files still cannot be seeked within, but that check is now
done on the FS side.
- Refactor the various mount tests to live in test contract interfaces,
allowing us to reuse them between mounts.
- Clean up our error handling a little better. (Most) file-specific code
has been moved to FileMount, and ArchiveMount-derived classes now
throw correct path-localised exceptions.
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.
- Ensure they're correctly synced to the client. This definitely isn't
comprehensive, but doing anything further probably involves multiple
players, which is tricky.
- Quick rendering test for in-hand computers.
Love being on the bleedin' edge. More importantly, this fixes a couple
of issues:
- Translations are loaded on the server, meaning .getItemDetail
correctly translates modded items.
- Shulker boxes cannot be moved inside other shulker boxes using the
transfer API.
- Start using Fab API's ItemStack.getRecipeRemainder().
Translations for Swedish
Translations for French
Co-authored-by: Naheulf <newheulf@gmail.com>
Co-authored-by: SquidDev <git@squiddev.cc>
Co-authored-by: Алексей <handbrake.mine@gmail.com>
I was originally pretty sceptical about this, but it actually ends up
being useful for the same reason any other form of datagen is: we can
ensure that names are well formed, and that every string is actually
translated.
There's some future work here to go through all the custom translation
keys and move them into constants (maybe also do something with the
/computercraft command?), but that's a separate chunk of work.
The main motivation for this is to add translation keys to our config:
the Fabric version of Forge Config API provides a config UI, so it's
useful to provide user-friendly strings. Our generator also
automatically copies comments over, turning them into tooltips.
This also updates all of the other language files to match en_us.json
again: it's a very noisy diff as the file is now sorted alphabetically.
Hopefully this won't affect weblate though
[^1]: Amusing really that the Fabric port actually is more useful than
the original.
- 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.
My working tree is a mess, so this is not a good commit. I'm making a
bit of a habit of this.
- Fix UserLevel.OWNER check failing on single player servers.
- Correctly handle the "open folder" fake command.
- Some reshuffling of Forge-specific methods to make Fabric slightly
easier.
This commit got away from me, okay? No, I'm not proud of it either.
- Remove our overrides of handleUpdate tag: we now try to detect
whether we're on the client or server inside BlockEntity.load. Alas,
this is needed for Fabric.
- Remove BlockGeneric/TileGeneric entirely: we've slowly whittled this
down over the years, and nowadays we can get away with putting most
of its functionality into subclasses.
This allows us to do some nice things with overriding HorizontalBlock
(or our new HorizontalContainerBlock class), rather than
reimplementing functionality in each class. Though it would be nice
if Java had some sort of trait system :D:
- Simplify a lot of our container class so it's just defined in terms
of a NonNullList<ItemStack>. This also includes a total rewrite of
the disk drive which I'm not ... thrilled about. It ended up being
easier to copy the code from the mc-next branch :D:.
- Try to test some of the gnarly bits of this. Still a /lot/ more to be
done with testing this.
Closes#658
After several weeks of carefully arranging ribbons, we pull the string
and end up with, ... a bit of a messy bow. There were still some things
I'd missed.
- Split the mod into a common (vanilla-only) project and Forge-specific
project. This gives us room to add Fabric support later on.
- Split the project into main/client source sets. This is not currently
statically checked: we'll do that soon.
- Rename block/item/tile entities to use suffixes rather than prefixes.