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.
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.
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.
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!
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 :).
We currently need to pass a whole bunch of arguments to a ServerComputer
in order to construct it, and if we implement #1814, this will get a
whole lot worse. Instead, we now pass most parameters (computer id,
family, label, term size, components) via a separate Properties class,
much like Minecraft does for blocks and items.
I'm not wild about the design of the API here, but I think it's a step
in the right direction.
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.
Historically we'd provide specific data based on the current item and
NBT (hence BasicItemDetailProvider). However, with components, it now
makes sense to provide details for all items with a specific component.
This commit adds a new "ComponentDetailProvider" class, that reads a
component from an item stack (or other component holder) and provides
details about it if present.
Allow registering details providers matching any super type, not just
the exact type. This is mostly useful for 1.21, where we can have
providers for any DataComponentHolder, not just item stacks.
This adds a new mechanism for attaching additional objects to a
computer, allowing them to be queried by other mods. This is primarily
designed for mods which add external APIs, allowing them to add APIs
which depend on the computer's position or can interact with the turtle
inventory.
I will stress that the use-cases for custom APIs are few and far
between. Almost all the time a peripheral would be the better option,
and I am wary that this PR will encourage misuse of APIs. However, there
are some legitimate use-cases, and I think we should enable them.
- Add a new "ComputerComponent" class, and several built-in components
(for turtle, pocket and command computers).
- Add a method to `IComputerSystem` to read a component from the
computer. We also add methods to get the level and position of the
computer.
- Move all our existing APIs (built-in turtle, pocket, command) to use
the public API.
We don't actually use this functionality in other projects (e.g.
emulators). In fact the method to add new APIs only exists in the mod
itself!
We still need some mechanism to remove mounts when the computer is
shutdown. We add a new ApiLifecycle interface (with startup and
shutdown hooks), and use those in the ComputerSystem impl.
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.
Turtle tools were not equippable, as we considered the stack enchanted
due to the item's base attribute modifiers. We now only check the
component patch for enchantments/attribute modifiers.
This also removes the craftItem property of tools - this hasn't worked
since we added support for enchanted tools!
Fixes#1810
Replace turtle_modem_{normal,advanced} with a single turtle_modem
upgrade (and likewise for pocket upgrades). This is slightly more
complex (we now need a custom codec), but I think is more idiomatic.
Ever since 1.17, turtle and pocket upgrades have been loaded from
datpacks, rather than being hard-coded in Java. However, upgrades have
always been stored in our own registry-like structure, rather than using
vanilla's registries.
This has become a bit of a problem with the introduction of components.
The upgrade components now hold the upgrade object (rather than just its
id), which means we need the upgrades to be available much earlier (e.g.
when reading recipes).
The easiest fix here is to store upgrades in proper registries instead.
This means that upgrades can no longer be reloaded (it requires a world
restart), but otherwise is much nicer:
- UpgradeData now stores a Holder<T> rather than a T.
- UpgradeSerialiser has been renamed to UpgradeType. This now just
provides a Codec<T>, rather than JSON and network reading/writing
functions.
- Upgrade classes no longer implement getUpgradeID(), but instead have
a getType() function, which returns the associated UpgradeType.
- Upgrades are now stored in turtle_upgrade (or pocket_upgrade) rather
than turtle_upgrades (or pocket_upgrades). This will break existing
datapacks, sorry!
We were seeing some strange issues in the Fabric test code where we
tried to load the implementation from a different classloader. This
ensures that the classloaders are consistent.
Originally we exposed a single registerTurtleUpgradeModellermethod which
could be called from both Fabric (during a mod's client init) and Forge
(during FMLClientSetupEvent).
This was fine until we allowed upgrades to specify model dependencies,
which would then automatically loaded, as this means model loading now
depends on upgrade modellers being loaded. Unknown to me, this is not
guaranteed to be the case on Forge - mod setup happens at the same time
as resource reloading!
Unfortunately there's not really a salvageable way of fixing this with
the current API. Forge now uses a registration event-based system,
meaning we can guarantee all modellers are loaded before models are
baked.
Wow, some of this is /old/. All the Maps.newHashMap stuff dates back to
Java 6, so must originally be CCTweaks code?!
We're unlikely to drop our Guava dependency (we use too much other
stuff), but we should make the most of the stdlib where possible.