As part of this, we also rewrite some of the turtle placing code, and
how it uses the turtle_can_use tag:
Minecraft 1.21 cleaned up the item/block clicking code a little bit,
splitting Block.use into Block.useItemOn and Block.useWithoutItem. The
first of these is pretty much exactly what we wanted in the first place,
so the tag was kinda redundant and we commented it out in the 1.21
update.
This was never meant to be a long-term fix, but time has gone by anyway.
We now check that tag, and call useWithoutItem() if present —
effectively restoring the previous behaviour.
Fixes#2011
- Disable Gradle module metadata for all Minecraft projects
- Run dependency exclusion code for all projects
We need the former for MDG on 1.21, so might as well do some other
cleanup while we're here.
Okay, listen. I started writing a few more gametests (see #1682), and
then thought I'd do a cheeky Gradle update. However, that broke
vanilla-extract[^1], and also triggered a load of deprecation warnings,
and at that point it was too late to separate the too.
[^1]: 8975ed5a7b
I've no motivation for modding right now, but always got time for build
system busywork!
CC:T (and CC before that) has always published its API docs. However,
they're not always the most helpful — they're useful if you know what
you're looking for, but aren't a good getting-started guide.
Part of the issue here is there's no examples, and everything is
described pretty abstractly. I have occasionally tried to improve this
(e.g. the peripheral docs in bdffabc08e2eb9895f966c949acc8334a2bf4475),
but it's a long road.
This commit adds a new example mod, which registers peripherals, an API
and a turtle upgrade. While the mod itself isn't exported as part of the
docs, we reference blocks of it using Java's new {@snippet} tag.
- Switch the Forge project to use NeoForge's new Legacy MDG plugin. We
don't *need* to do this, but it means the build logic for Forge and
NeoForge is more closely aligned.
- Add a new SnippetTaglet, which is a partial backport of Java 18+'s
{@snippet}.
- Add an example mod. This is a working multi-loader mod, complete with
datagen (albeit with no good multi-loader abstractions).
- Move our existing <pre>{@code ...}</pre> blocks into the example mod,
replacing them with {@snippet}s.
- Add a new overview page to the docs, providing some getting-started
information. We had this already in the dan200.computercraft.api
package docs, but it's not especially visible there.
MC 1.21.4 means we have to move more data generation code into the
client source set. Given all this code movement, it probably makes sense
to put data generation in a separate source set instead.
1.21.4 also has split data generators for client and server, but neither
mod loader recommends this. This means we can/should merge DataProviders
and ClientDataProviders into a single class.
Data generators are no longer bundled with the jar, which does reduce
file size, but by a tiny amount (~70KiB).
Been dragging my feet over this for a while now, but increasingly
uncomfortable with Overwolf. I'm not going to delete the project (or any
existing versions), just not publish any new versions there.
Iris now has built-in support for NeoForge, so we can use the same
integration on both.
We also re-enable Forge's client tests, and test Iris there too.
Fixes#1967
In c8eadf401190db2b9c3145f768063097b9c345bd we marked our various modems
as "brittle", which ensures they do not pop-off computers when the whole
structure moves.
However, this still requires the modem to be glued — if the modem is
outside the superglue range, it will still pop off. We can fix it by
registering a special "attached check" for the various modem blocks,
which says that the modem should be moved when the adjacent block does.
Fixes#1913
- Rename ToolActions to ItemAbilities. Closes#1881.
- Remove our source set helper, as NG has built-in support for this
now.
- Remove our code to generate new JavaExec tasks from runs, as NG now
generates JavaExec tasks normally.
Build system:
- Switch to our new maven server. This has a cleaner separation between
published packages and mirrored packages, to avoid leaking those into
other people's builds.
- Update Gradle and Loom versions.
Code:
- Link to definitions instead in the breaking changes page.
- Fix several unused variable warnings.
Other:
- Remove unsupported Minecraft versions from the issue template.
API Changes:
- Minecraft had updated ModelResourceLocation to no longer inherit from
ResourceLocation.
To allow referencing both already baked models
(ModelResourceLocation) and loading new models (via ResourceLocation)
in turtle model loadders, we add a new "ModelLocation" class, that
acts as a union between the two.
I'm not entirely convinced by the design here, so might end up
changing again before a stable release.o
- Merge IMedia.getAudioTitle and IMedia.getAudio into a single
IMedia.getAudio method, which now returns a JukeboxSong rather than a
SoundEvent.
Other update notes:
- Minecraft had rewritten how buffers are managed again. This is a
fairly minor change for us (vertex -> addVertex, normal -> setNormal,
etc...), with the exception that you can no longer use
MultiBufferSource.immediate with the tesselator.
I've replaced this with GuiGraphics.bufferSource, which appears to be
fine, but worth keeping an eye on in case there's any odd render
state issues.
- Crafting now uses a CraftingInput (a list of items) rather than a
CraftingContainer, which allows us to simplify turtle crafting code.
- Update EMI and REI integration, and fix some issues with the upgrade
crafting hooks.
- Just use smooth stone for recipes, not #c:stone. We're mirroring
redstone's crafting recipes here.
- Some cleanup to printouts.
- Remote upgrade data generators - these can be replaced with the
standard registry data generators.
- Remove the API's PlatformHelper - we no longer have any
platform-specific code in the API.
Turtles currently read their textures from a single 128x128 sprite
sheet. Most of this texture is unused which means we end up wasting a
lot of the block texture atlas[^1].
This change splits up the turtle textures into individual 32x32
textures[^2], one for each side, and then an additional backpack
texture.
I'm very sorry to any resource pack artists out there. The
tools/update-resources.py script will update existing packs, but does
not (currently) handle non-standard resolutions.
[^1]: It used to be worse: https://github.com/dan200/ComputerCraft/issues/145
[^2]: Turtle textures are a bit weird, in that they mostly *look* 16x16,
but have some detail in places.
In 1.20.1, Forge and Fabric have different "common" tag conventions (for
instance, Forge uses forge:dusts/redstone, while Fabric uses
c:redstone_dusts). This means the generated recipes (and advancements)
will be different for the two loader projects. As such, we run data
generators for each loader, and store the results separately.
However, aside from some recipes and advancements, most resources /are/
the same between the two. This means we end up with a lot of duplicate
files, which make the diff even harder to read. This gets worse in
1.20.5, when NeoForge and Fabric have (largely) unified their tag names.
This commit now merges the generated resources of the two loaders,
moving shared files to the common project.
- Add a new MergeTrees command, to handle the de-duplication of files.
- Change the existing runData tasks to write to
build/generatedResources.
- Add a new :common:runData task, that reads from the
build/generatedResources folder and writes to the per-project
src/generated/resources.
BYTECODE WAS NOT SUPPOSED TO BE REWRITTEN
YEARS OF DEBUGGING REMAPPING FAILURES yet NO ACTUAL SOLUTION FOUND.
Wanted to use Mixins for anyway for a laugh? We had a tool for that: it
was called "FABRIC LOOM".
"Yes, please produce completely broken jars for no discernable reason"
Statements dreamed up by the utterly Deranged.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
This removes our two mixins used on Forge:
- Breaking progress for cabled/wired modems.
- Running client commands from chat click events. We now suggest the
command on Forge instead.
Occasionally we get issues where the mixin annotation processor doesn't
write its tsrg file in time for the reobfJar/reobfJarJar task. I thought
we'd fixed that cb8e06af2aefd931b1f6743849a7afb2a25ea0bd, but sometimes
we still produce missing jars - I have a feeling this might be to do
with incremental compilation.
We can maybe re-evaluate this on 1.20.4, where we don't need to worry
about remapping any more.
Here's a fun bug you can try at home:
- Create a new world
- Spawn in a pocket computer, turn it on, and place it in a chest.
- Reload the world - the pocket computer in the chest should now be
off.
- Spawn in a new pocket computer, and turn it on. The computer in chest
will also appear to be on!
This bug has been present since pocket computers were added (27th March,
2024).
When a pocket computer is added to a player's inventory, it is assigned
a unique *per-session* "instance id" , which is used to find the
associated computer. Note the "per-session" there - these ids will be
reused if you reload the world (or restart the server).
In the above bug, we see the following:
- The first pocket computer is assigned an instance id of 0.
- After reloading, the second pocket computer is assigned an instance
id of 0.
- If the first pocket computer was in our inventory, it'd be ticked and
assigned a new instance id. However, because it's in an inventory, it
keeps its old one.
- Both computers look up their client-side computer state and get the
same value, meaning the first pocket computer mirrors the second!
To fix this, we now ensure instance ids are entirely unique (not just
per-session). Rather than sequentially assigning an int, we now use a
random UUID (we probably could get away with a random long, but this
feels more idiomatic).
This has a couple of user-visible changes:
- /computercraft no longer lists instance ids outside of dumping an
individual computer.
- The @c[instance=...] selector uses UUIDs. We still use int instance
ids for the legacy selector, but that'll be removed in a later MC
version.
- Pocket computers now store a UUID rather than an int.
Related to this change (I made this change first, but then they got
kinda mixed up together), we now only create PocketComputerData when
receiving server data. This makes the code a little uglier in some
places (the data may now be null), but means we don't populate the
client-side pocket computer map with computers the server doesn't know
about.
I didn't make a new years resolution to stop writing build tooling, but
maybe I should have.
This replaces our use of VanillaGradle with a new project,
VanillaExtract. This offers a couple of useful features for multi-loader
dev, including Parchment and Unpick support, both of which we now use in
CC:T.
- Update FG to 6.0.20 - no major changes, but required for the Gradle
update.
- Update Loom to 1.5.x - this adds Vineflower support by default, so we
can remove loom-vineflower.
- Add support for version overrides/exclusions in our dependency check.
Sometimes mod loaders use different versions to vanilla, and we need
some way to handle that.
- Rescan wired network connections on the tick after invalidation,
rather than when invalidated.
- Convert some constant lambdas to static method references. Lambdas
don't allocate if they don't capture variables, so this has the same
performance and is a little less ugly.
- Small code-style/formatting changes.
- Add a check to ensure declared dependencies in the :core project, and
those inherited from Minecraft are the same.
- Compute the next Cobalt version, rather than specifying it manually.
- Add the gradle versions plugin (and version catalog update), and
update some versions.
Previously we prevented our published full jar depending on any of the
other projects by excluding the whole cc.tweaked jar. However, as Cobalt
also now lives in that group, this meant we were missing the Cobalt
dependency.
Rather than specifying a wildcard, we now exclude the dependencies when
adding them to the project.
- Update Cobalt to 0.8.0, switching our Lua version to 5.2(ish).
- Remove our `load` wrapper, as we no longer need to inject _ENV into
the enviroment table.
- Update the parser to handle labels and goto. This doesn't check that
gotos are well formed, but at least means the parser doesn't fall
over on them.
- Update our docs to reflect the changes to Cobalt.
Historically we've used copy-cat to provide a web-based emulator for
running example code on our documentation site. However, copy-cat is
often out-of-date with CC:T, which means example snippets fail when you
try to run them!
This commit vendors in copy-cat (or rather an updated version of it)
into CC:T itself, allowing us to ensure the emulator is always in sync
with the mod.
While the ARCHITECTURE.md documentation goes into a little bit more
detail here, the general implementation is as follows
- In project/src/main we implement the core of the emulator. This
includes a basic reimplementation of some of CC's classes to work on
the web (mostly the HTTP API and ComputerThread), and some additional
code to expose the computers to Javascript.
- This is all then compiled to Javascript using [TeaVM][1] (we actually
use a [personal fork of it][2] as there's a couple of changes I've
not upstreamed yet).
- The Javascript side then pulls in the these compiled classes (and
the CC ROM) and hooks them up to [cc-web-term][3] to display the
actual computer.
- As we're no longer pulling in copy-cat, we can simplify our bundling
system a little - we now just compile to ESM modules directly.
[1]: https://github.com/konsoletyper/teavm
[2]: https://github.com/SquidDev/teavm/tree/squid-patches
[3]: https://github.com/squiddev-cc/cc-web-term