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.
- 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.
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.
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.
- 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.
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.
Oh dear. I'd originally set out to *remove* logic from DiskItem — we're
so close to being able to remove this item in 1.21! However, while
looking at this code, I realised I could remove the whole Forge-specific
doesSneakBypassUse.
We now remove the use hook on the block, and override useOn on the item.
Obvious in retrospect!
We have several items (e.g. ComputerItem), which only exist for their
custom tooltip implementation. We remove these, and replace them
vanilla-style component-based tooltips (TooltipProvider).
The implementation here is a little janky — as the vanilla list of
components is hard-coded, and neither mod loader offers a way to extend
it. For now we just use the generic mod-loader tooltip hook — this
probably would be easier with a mixin, but let's do things Properly.
It would be nice to fully remove DiskItem (we only keep this around for
doesSneakBypassUse), but that can be a future task.
- Remove the /computercraft-computer-folder client command, and replace
it with OPEN_FILE on NeoForge, or a /computercraft-open-folder
command on Fabric (which now accepts a path, rather than an id).
- Store command computer files in "computercraft/command_computer/<id>".
Fixes#1581.
Please don't talk to me about this. The first couple of hours of this
update were quite enjoyable, and then the rest was one of the most
miserable times I've had modding.
This has been a real slog, partly due to some large MC changes (item
models are a great change, but a pain to adapt to), and partly due to
mental health reasons — honestly, I've opened up my IDE so many times,
and then just closed it because I've hated the thought of even working
on this.
I will publish this to my maven, so mod authors can depend on it, but I
have no plans to publish a 1.21.4 version. 1.21.5 is right around the
corner (again, with some cool, but no-doubt painful changes), and I
need some time to focus on some breaking changes.
This commit actually includes the 1.21.3 update — the git history got so
messy here, so I just clobbered the whole thing. Sorry.
== Rendering ==
- Remove TBO monitor renderer: There was a big overhaul to how shaders
are defined and loaded in 1.21.2. It might have been possible to
update the monitor shader code to this version, it doesn't see much
use nowadays, so let's just delete it.
This is a real shame — the TBO renderer was one of my favourite
projects I've worked on. Unfortunately, it just doesn't seem worth
the ongoing maintenance burden. It lives on in the standalone
emulator :D.
- Similarly, the VBO rendering code got a bit of an overhaul. We no
longer use a custom VBO subclass, and instead just hack vanilla's to
support changing the number of vertices rendered.
This does mean we need to construct a MeshData, rather than a raw
ByteBuffer. This isn't too hard, but not sure how it'll play with
Iris. Given recent vanilla performance improvements, maybe we can
remove our Unsafe code and use a normal BufferBuilder now.
- Remove our custom emissive model code, now that vanilla supports
it. We should add emissive textures to some other models at some
point.
- Remove mod-loader specific model code, and replace it with vanilla's
ItemModel. This does constrain the design of turtle upgrade modellers
quite a bit — we now only accept an untransformed BakedModel or a
transformed ItemStack model. We may relax this in the future,
unclear.
This change does mean that updsidedown turtles are broken. RIP :(.
- Entity rendering now separates reading state from the entity from
actual rendering. This means we need to pass some extra state around
for item frames. Easy on Forge, but requires a mixin on Fabric.
== Recipes ==
There were several major changes to ingredients this update. The code
here hasn't been very well tested right now — might be nice to add some
game tests for this.
- Ingredients can no longer be constructed directly from a tag key (it
needs to be fetched from the current registries), so the recipe
generation code needs a bit of a reshuffle.
- DiskRecipe now accepts a custom list of ingredients, rather than
being hard-coded (fixes#1755). Recipes can now return custom
`RecipeDisplay`s used to show a recipe in the crafting book. We use
this to replace the impostor recipes.
I'm not entirely sure how well this'll play with other recipe
mods. Here's hoping.
- Similarly, our recipe mod integration has been updated to use
RecipeDisplay. We had to do this as ingredients no longer accept
arbitrary ItemStacks (only a specific item).
== Misc ==
- Blocks/items now need to know their ID ahead of time (so they can
compute their description). This requires some reshuffling to the
registration code, but it's pretty minor.
- updateShape and neighborChanged no longer take a direction (the
Orientation is mostly null) and so invalidates all redstone and
peripherals.
- All the positions were lowered by one in game tests. It's a good
change (they now match the positions in structures), but annoying to
update for!
We now register these separately, rather than relying on the implicit
IMedia. This allows us to share a bit more logic between
PocketComputerItem and AbstractComputerItem. This doesn't make much
difference on 1.20.1, but does help a bit more on 1.21.1.
Now, hear me out, what if instead of having three @Nullable annotations,
we had *four*?
I've been wanting to switch away from javax.annoations for a while. The
library has been deprecated for ever and, unlike other @Nullable
annotations, the annotation is attached to the parameter/function
itself, rather than the type.
We use JSpecify rather than one of the alternatives (JetBrains,
CheckerFramework) mostly because it's what NullAway recommends. We keep
CheckerFramework around for @DefaultQualifier, and JB's for @Contract.
There are some ugly changes here — for instance, `@Nullable byte[]` is
replace by `byte @Nullable`, and `@Nullable ILuaMachine.Factory` is
`ILuaMachine.@Nullable Factory`. Ughr, I understand why, but it does not
spark joy :).
Oh, this is so broken, and really has been since the 1.13 update, if not
earlier.
- Fix call to isUnobstructed using the bounding box of the
*destination* block rather than the turtle. This is almost always
air, so the box is empty.
- Because the above check has been wrong for so many years, we now
significantly relax the "can push" checks for entities. We now allow
pushing entities in any direction.
We also remove the "isUnobstructed" check for the destination entity
pos. This causes problems (if two entities are standing on a turtle,
they'll obstruct each other), and given pistons don't perform such a
check, I don't think we need it.
- Also do a bit of cleanup around air/liquid checks. We often ended up
reading the block state multiple times, which is a little ugly.
- Remove ContainerData.open.
- Change PlatformHelper.openMenu to take a separate display name and
MenuConstructor, rather than a MenuProvider. This makes the interface
slightly easier to use in the common case, where we want to use
lambdas instead.
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.
useOn is now only responsible for firing the actual mod loader events,
and just returns the result of firing that event. The actual calling of
Block.use/Item.useOn now live in TurtlePlaceCommand.
This isn't especially useful for 1.20.1, but is more relevant on 1.21.1
when we look at #2011, as the shared code is much larger.
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).
I've tried so many rewrites of the config system over the last few
months, in an attempt to get started on #1727. All of them stink, so
this is an attempt to apply some of the cleanup.
- Move some of the common logic into ConfigFile. This means we now
store more information ourselves for Forge, rather than reading it
out of the ForgeConfigSpec.
- Don't include the Range/Allowed keys in the translation key. This was
mostly there because of how we read comments from Forge, but it never
made much sense.
- Remove our separate Trie structure, and just encode the tree as part
of the children of a Group.
Some mods run their own datafixer chain, rather than piggybacking on top
of vanilla's. This is A BAD IDEA, but what can you do. If such a mod
tries to use ItemStackComponentizationFix in their own schema, then
CC:T's mixins will try to look up the turtle block entitie, and fail (as
they're not registered under the modded schema).
We now inject the block entity fix as a separate fixer, rather than
abusing ItemStackComponentizationFix.
See #2012
- Don't construct a fake player when crafting: vanilla now has its own
automated crafting, so no longer requires the presence of a player.
- Fix remainder stack not being set in some situations. Closes#2007.
- Move redstone methods out of the IAPIEnvironment, and into a new
RedstoneAccess. We similarly move the implementation from Environment
into a new RedstoneState class.
The interface is possibly a little redundant (interfaces with a
single implementation are always a little suspect), but it's nice to
keep the consumer/producer interfaces separate.
- Abstract most redstone API methods into a separate shared class, that
can be used by both the rs API and the new redstone relay.
- Add the new redstone relay block.
The docs are probably a little lacking here, but I really struggled to
write anything which wasn't just "look, it's the same as the redstone
API".
As part of the multi-loader work, we unified some of our event listening
code (0908acbe9bbb63d9c1be513d098e9a14d5bb68e3). This incorrectly caused
client pocket computer state to be reset when the player changes
dimension, rather than when the player (dis)connects.
The server code isn't aware of this behaviour, and so does not resend
pocket computer state when the player moves level. We could change this,
but just fixing when we clear the pocket computer state is a much nicer
fix!
Fixes#2004
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
Previously we used an RGBA byte array. However, this comes with some
overhead (extra memory reads, bounds checks).
Minecraft 1.21+ uses ARGB32 colours for rendering (well, in the public
code — internaly it converts to ABGR), so it makes sense to match that
here.
We also add some helper functions for dealing with ARGB32 colours. These
can be removed in 1.21, as Minecraft will have these builtin.