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2970 Commits

Author SHA1 Message Date
Jonathan Coates
67412a2b72
Update to Minecraft 1.21.7 v1.21.7-1.116.0 2025-06-30 22:55:55 +01:00
Jonathan Coates
76869593f0
Merge branch 'mc-1.21.x' into mc-1.21.y 2025-06-28 11:31:32 +01:00
Jonathan Coates
fbf994e803
Merge branch 'mc-1.20.x' into mc-1.21.x v1.21.1-1.116.0 2025-06-28 11:21:22 +01:00
Jonathan Coates
8344c0a5c2
Bump CC:T to 1.116.0 v1.20.1-1.116.0 2025-06-28 11:03:52 +01:00
Jonathan Coates
a292d33830
Syntax highlighting for multiline tokens in edit
I don't love the implementation of this (see discussion in #2220), but
it's better than nothing. Wow, the editor really needs a bit of a
rewrite, the code is kinda messy.

Fixes #1396.
2025-06-25 22:50:23 +01:00
Jonathan Coates
341d1c7bc2
Move paint/edit menu bar into common module
I want to add a menu bar to the edit runner too, so let's make this code
a little more reusable first.
2025-06-25 22:14:09 +01:00
Jonathan Coates
846f9dff03
Update to latest NeoForge
Welllll, latest when I wrote the code, not at actual time of writing.
2025-06-24 22:59:44 +01:00
Jonathan Coates
64d10ad45b
Data fixers for turtle owners 2025-06-24 22:58:04 +01:00
Jonathan Coates
531eacfac7
Merge pull request #2224 from matematikaadit/patch-1
Miniscule typo fix in the shell.path() doc comment
2025-06-21 16:59:01 +01:00
Adit Cahya Ramadhan
1f3da5205c
Miniscule typo fix in the shell.path() doc comment
Noticed this when reading the shell API page in the wiki.
2025-06-21 22:29:04 +07:00
Jonathan Coates
e3fecb013a
Update to Minecraft 1.26.1
Still one TODO left, but around data fixers, so fairly small.

 - GUI rendering got a big overhaul. I avoided the worst of it with
   9272e2efcd5a13f1796609652c1739b9d91b73fe, but things like terminals
   and printouts still require some custom rendering.

 - Item models are now de-duplicated when rendering in the UI, so we
   need to keep track of their identity with
   (appendModelidentityElement). I'm not sure I've got this entirely
   right — whole thing feels unfortunately error-prone.

 - BE serialisation now goes through a Value{Input,Output} class, rather
   than using NBT directly. Fairly simple change, but has changed the
   format of the GameProfile used in turtle's owners. Need a DFU patch
   for this.
2025-06-18 21:19:04 +01:00
Jonathan Coates
798ceefafe
Add test for crafting of disks
See #2221.
2025-06-18 21:00:32 +01:00
Jonathan Coates
7c0f79fc3c
Move edit_runner into its own module
I've a few more features I'd like to add to it. Moving it out makes it
slightly easier to maintain.
2025-06-17 17:55:24 +01:00
Jonathan Coates
b35cefc5dd
Switch from path to parentPath
I've been putting this off for a while, as I had issues in the past with
people using old Node versions (e.g. #1806), but it no long works on my
machine, so time to make the switch.

Also do a bit of a package update. Hit a rollup bug while doing this
(https://github.com/rollup/plugins/issues/1877), so holding that update
back for now.
2025-06-17 17:46:10 +01:00
Jonathan Coates
ec3dd328b3
Construct ByteBuffer manually in monitor renderer
In the 1.21.4 update (9277aa33e97456c94b5f7d1aa54e00e204a316dd), we
removed our DirectVertexBuffer class, and switched to vanilla's
VertexBuffer. This forced us to use MeshData and thus
ByteBufferBuilder instead of allocating the ByteBuffer ourselves.

One thing I'd missed with this is that Iris's text vertex sink API
requires us to allocate the whole buffer up-front and so the resulting
buffer has a limit of the *maximum* number of vertices rendered, not the
actual one.

This wasn't an issue on 1.21.4, as we didn't check this (I guess we just
silently rendered junk??), but for the 1.21.5 update
(a1df19667361601c7f37a71074ea7755ccc4019d) we added some extra
assertions here, which now fail on Iris.

Typically, the whole original change was is now entirely redundant, as
Vanilla has removed VertexBuffer entirely, and so we can/should work in
terms of raw ByteBuffers again.

Fixes #2219.
2025-06-15 18:04:52 +01:00
Jonathan Coates
f3f43191ab
Merge branch 'mc-1.21.x' into mc-1.21.y 2025-06-15 16:59:48 +01:00
Jonathan Coates
89dd521930
Merge branch 'mc-1.20.x' into mc-1.21.x 2025-06-15 16:31:51 +01:00
Jonathan Coates
9272e2efcd
Use vanilla's nine-slice sprites for border rendering
- Move remaining sprites to the vanilla GUI atlas.

 - Convert our computer border/sidebar sprites to use vanilla's
   nine-sliced mcmeta files. I thought I'd have to do something custom
   here for the sidebar, as that has no right border, but vanilla
   supports that natively!

 - Use the normal GuiGraphics.blitSprite for rendering computer
   border/sidebar.

 - Obey nine-slice scaling within the pocket computer renderer.
2025-06-15 16:25:54 +01:00
Jonathan Coates
69353a4fcf
Use lexer for edit's syntax highlighting
This is slightly more accurate for long strings and comments. Note that
we still work a line at a time (and in a non-incremental manner), so
doesn't actaully support multi-line strings (#1396).

We do now treat goto as a keyword (fixes #1653). We don't currently
support labels — those *technically* aren't a token (`:: foo --[[ a
comment ]] ::` is a valid label!), but maybe we could special-case the
short `::foo::` form.
2025-06-15 13:25:21 +01:00
Jonathan Coates
ff363dca5a
Move sidebar_advanced.png down by one pixel
Apparently this has been broken since the file was created in
53546b9f57d9acaa4cdca14ae00eaf68ce8c50bd!? I'm sure I fixed this before,
but maybe that was a different but similar issue >_>.
2025-06-14 18:44:16 +01:00
LorneHyde
1c51282426
Fix syntax highlighting for strings ending in an escaped backslash (#2194) 2025-06-08 19:55:14 +00:00
Jonathan Coates
4a3a1c9275
Merge pull request #2214 from Wojbie/patch-1
Update motd path in startup.lua
2025-06-03 08:08:30 +01:00
Wojbie
2557dd0af9
Update motd path in startup.lua
Removes situations where shell resolution caused arbitrary program called `motd` at root get executed instead of expected /rom one.
2025-06-03 01:03:02 +02:00
Jonathan Coates
b5c0c6e104
Fix out-of-bounds when pasting too-long text
Used a `<=` instead of a `<`! How did I mess this up!?

Fixes #2209
2025-06-02 08:58:43 +01:00
SpartanSoftware
876fd8ddb8
Fix 0 being treated as a valid colour (#2211) 2025-05-31 07:46:03 +00:00
Jonathan Coates
ee3b1343b5
Handle keyboard layouts for our computer shortcuts
Convert GLFW's key codes back to their actual key, and then use that
when checking keyboard shortcuts. We *don't* do this for the paste key,
just to be consistent with vanilla's behaviour.

Fixes #2207.
2025-05-25 22:32:39 +01:00
JackMacWindows
b440b964b7
Add notes about minor changed file handle behavior in 1.109.0 (#2203) 2025-05-25 20:24:26 +00:00
Jonathan Coates
5dfc401b45
Update build plugin versions 2025-05-18 10:05:27 +01:00
Jonathan Coates
0790a8346a
Merge branch 'mc-1.21.x' into mc-1.21.y 2025-05-16 18:38:21 +01:00
Jonathan Coates
418c9be7ac
Allow changing terminal size with components
We add a new computercraft:term_size component that allows changing the
terminal size of computers and pocket computers.
2025-05-16 18:22:20 +01:00
Jonathan Coates
b491f6b11f
Merge branch 'mc-1.20.x' into mc-1.21.x 2025-05-16 17:56:51 +01:00
Jonathan Coates
acafc06449
Make turtle upgrade models data driven
It's ItemModel, but for upgrades!
2025-05-11 09:17:54 +01:00
Jonathan Coates
598fd98a8b
Load turtle overlays during model loading
Back in f10e401aeac0b141b230607f6c3347215f0093cc, we changed turtle
overlays to be loaded as a dynamic registry. This solved some of the
problems we had with upgrades (elf-compatibility), and seemed like a
good idea at the time.

However, because overlays are part of datapacks (not resource packs), we
also needed support for loading overlay models, which we did via an
"extra_models.json" file.

With the ItemModel changes, we can go for a different approach:
 - Turtle overlays are now stored on the item/BE as a simple
   ResourceLocation again.

 - The TurtleOverlay class is moved to the client, and loaded from
   resource packs, during model loading. They're now split into a baked
   form (holding a StandaloneModel) and an unbaked one (holding the
   ResourceLocation).

 - extra_model.json is no longer supported.
2025-05-10 23:30:39 +01:00
Jonathan Coates
e13e8ff92e
Fix a couple of rendering issues
- Fix printouts in item frames being rendered too far foward.
 - Fix wired modems being flipped.
2025-05-10 17:52:12 +01:00
Jonathan Coates
0a0c80db41
Allow equipping pocket computers on the bottom
This allows equipping pocket computers on both the back (as before) and
bottom of a pocket computer. The asymmetry is a little unfortunate here,
but makes some sense with the crafting recipe (above goes behind, below
goes on the bottom).

 - Move some functionality from IPocketAccess into a PocketComputer
   interface (and PocketComputerInternal) interface, used by the pocket
   API.

   IPocketAccess preserves the same interface as before. Unlike
   ITurtleAccess, we /don't/ expose the PocketSide in the public API.

 - Several pocket-computer methods (e.g. setUpgradeData, setColour) are
   now required to be called on the main thread, and when the computer
   is being held. This allows us to write back changes to the item
   immediately, rather than the next time the item is ticked.

   Sadly this doesn't actually remove the need for onCraftedPostProcess
   as I'd originally hoped, but I think does make the code a little
   simpler.

 - Rename "computercraft:pocket_computer" component to
   "computercraft:back_pocket_computer".

 - And finally, support multiple upgrades on the pocket computer. This
   is actually quite an easy change, just tedious — there's lots of
   places to update!

Fixes #1406, and I think fixes #1148 — you can use a speaker to notify
you now.
2025-05-10 17:15:41 +01:00
Jonathan Coates
4344c3072f
Add a test for turtle upgrade crafting
Every few years I get confused about which side turtle upgrades go on
when crafting. The fact that it's flipped always throws me! Let's add a
comment to the recipe, and add some tests to reassure myself.
2025-05-10 14:39:51 +01:00
Jonathan Coates
c20336286b
Update to FAPI 0.122
- Use new tooltip component registry. This means we can move the
   tooltip appending magic to Neo only.

 - Use new chunk level change event. I'm not actually sure if we need
   this on recent versions (I can't reproduce the monitor update bug
   that we introduced this to fix), but I've no clue what's changed here.
2025-05-02 19:01:26 +01:00
Jonathan Coates
356366ede8
Undo dev changed to build script 2025-04-30 22:33:22 +01:00
Jonathan Coates
a1df196673
Update to Minecraft 1.21.5
0/10, would not recommend. Though increasingly feeling that about
modding as a whole — really not feeling as emotionally rewarding as it
once did.

Server-side changes are well, not simple, but relatively straightforward:

 - Block removal code is now called before the BE is removed, not after.

   - Monitors now need to track if they've being removed or not again.

   - Turtle drop consuming code no longer tries to insert items into
     the turtle immediately, instead waiting 'til the action is
     complete. Otherwise if the turtle gets destroyed mid-action
     (e.g. the block explodes), then it tries to insert its drops into
     itself!

     We previously guarded against this by checking if the turtle BE had
     been removed, but obviously this no longer works, so just easier to
     shift the insertion.

  - The interface for reading/writing NBT has been overhauled. It has
    native "getOr" and codec support (nice!) but also has been changed
    again in the latest snapshot (less nice!).

 - The dye item component no longer has a "hide tooltip" flag. We now
   hide the tooltip with a default component instead.

 - Related to the above, we can now do all the tooltip-related things we
   needed to do with vanilla's TooltipProvider. This did require
   splitting NonNegativeId into subclasses for disk/computer, but
   otherwise is quite nice.

 - Some changes to model datagen. Annoying, but boring.

 - Game tests got a complete overhaul. I'm keeping the interface the
   same for now (@GameTest), because I'm blowed if I'm datagenning test
   instances :p. If it's any consolation, both NF and Fabric are doing
   this too.

Client changes are a bit more involved though:

 - VertexBuffer has been entirely removed. We now construct the
   GpuBuffer directly.

 - BakedModel is gone! Oh this caused so much suffering for turtle
   models. I ended up rewriting the whole system in processes (which
   then involved PRs to NF and Fabric). Rather than returning a
   TransformedModel, turtle models are now responsible for rendering the
   model.

   This may see another rewrite in the future. I'd like to switch to
   JSON-based turtle models (like item models), but that's blocked on
   some changes to NF right now.

   Sorry to all add-on devs, I know this is a big change.
2025-04-30 22:31:30 +01:00
Jonathan Coates
947001104d
Update Cobalt to 0.9.6
- Allow heterogenous __lt/__le.
2025-04-21 14:36:44 +01:00
Jonathan Coates
8711512769
Remove allocation tracking for computers
Reverts 76968f2f28435ddd8cf1efe5dc7330410e87cc09. We'd originally added
this to gather some numbers for #1580, with the hope that it would also
be useful for server admins. Sadly, it's not as accurate as I originally
hoped — the number sometimes goes down for unclear reasons (something to
do with the TLAB maybe??).

Closes #1739.
2025-04-21 08:32:03 +01:00
Jonathan Coates
a939ad8b97
Merge branch 'mc-1.21.x' into mc-1.21.y 2025-03-25 08:45:03 +00:00
Jonathan Coates
fdae94b3c1
Merge branch 'mc-1.20.x' into mc-1.21.x 2025-03-25 08:44:27 +00:00
Jonathan Coates
9c0ce27ce6
Switch a few more places to use Java 17 features
New ErrorProne hint, and one which is actually pretty useful!
2025-03-22 09:39:47 +00:00
Jonathan Coates
c458360b18
Bump versions of build tooling
The main thing of note is Spotless, which also bumps the version of
Ktlint. I've been putting this off for a while[^1], as this changed a
bunch of formatting, and Spotless's (broken) caching was making it hard
to test. Ended up downloading ktlint and running it localy.

[^1]: 8204944b5fdf2ec29ff7dcb112dc454b7710d981
2025-03-21 14:28:31 +00:00
Jonathan Coates
09ad6c1905
Add tags for disks and floppies
Fixes #2158
2025-03-20 19:16:16 +00:00
Jonathan Coates
0e1e8a72d3
Fix syncing of colour between PocketBrain and item
- Actually set colour when constructing the brain.
 - Sync it back after crafting, much like we do for upgrades (see
   dcc74e15c7ab88e5ec7bb4c83ca00d49c074b615) for more details.

We should take a proper look at this on 1.21.4 and make these methods
main-thread only, so we can sync immediately.

Fixes #2157
2025-03-20 18:54:06 +00:00
Jonathan Coates
995a6e7379
Merge branch 'mc-1.21.x' into mc-1.21.y 2025-03-18 09:29:35 +00:00
Jonathan Coates
ffa6eadc26
Register our BEs as entities
Fixes #2141. Hah, I wrote some tests for this in
b03546a158b81a2e69ec636d0ba437f1dd73ad12, but they pass because hoppers
still support vanilla inventories, but turtles don't.

Wish NeoForge registered a fallback for any inventory, like Fabric does,
but there we go.
2025-03-16 16:37:29 +00:00
Jonathan Coates
7c1e8e1951
Fix usages of javax's Nullable annotation 2025-03-16 16:29:19 +00:00