This means that if the current player is breaking a cable/wired modem,
only the part they're looking at has breaking progress. Closes#355.
A mixin is definitely not the cleanest way to do this. There's a couple
of alternatives:
- CodeChickenLib's approach of overriding the BlockRendererDispatcher
instance with a delegating subclasss. One mod doing this is fine,
several is Not Great.o
- Adding a PR to Forge: I started this, and it's definitely the ideal
solution, but any event for this would have a ton of fields and just
ended up looking super ugly.
Let's see how this goes.
- Update references to the new repo
- Use rrsync on the server, meaning make-doc.sh uploads relative to the
website root.
- Bump Gradle wrapper to 7.2. Not related to this change, but possibly
fixes running under Java 16. Possibly.
- Fix broken /cctest marker
- Correctly wait for the screenshot to be taken before continuing.
- Filter out client tests in a different place, meaning we can remove
the /cctest runall command
- Bump kotlin version
This spins up a Minecraft instance (much like we do for the server) and
instructs the client to take screenshots at particular times. We then
compare those screenshots and assert they match (modulo some small
delta).
These are still equivalent to the official mappings but also include
method names and javadoc. Yay!
A bit weird to be on versioned mappings after 8 months of MojMap :).!
- Fix missing shader for printout render type
- Use current buffer provider for pocket computers rather than the
tesselator. This requires us to use a non-depth-writing terminal +
depth blocker, as otherwise one gets z-fighting.
- Thus refactor some of the shaders to be terminal wide, not just for
monitors.
Fixes#894
- 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.
- 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
- 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.
I've written three or four integrations with bundled cables now over the
various versions, and I'm still not convinced this one is right. It
appears to work though, so we'll see.
We need depend on the main jar here (rather than the API jar), as
otherwise our javadoc tools fails - the API references some internal
classes which aren't on our classpath.
It might be nice to write tests for this (and CT) in the future -
goodness knows these features are fragile - but that'll require some
more gradle work which I don't want to do right now.
Closes#772
- Simplify how the turtle's inventory is processed. We now copy all
items into the player inventory, attempt to place, and then copy the
items back.
This also fixes the problem where turtle.place() wouldn't (always)
update the item which was placed.
I'm also hoping this is more "correct" in how we process drops from
entities and whatnot. Though I've not had any reports of issues, so
it's probably fine.
- Replace the "error message" string array with an actual object. It'd
be nicer all these functions returned a TurtleCommandResult, but
merging error messages from that is a little harder.
Fun facts: the test suite was actually helpful here, and caught the fact
that hoeing was broken!