From 4142f7c728af7fe79ac1089512e138aeef8a94aa Mon Sep 17 00:00:00 2001 From: Lex Manos Date: Mon, 9 Dec 2013 18:45:17 -0800 Subject: [PATCH] MinecraftForge/FML@3714426e19f8f0edaaeda8c787993f8f3615a44d fix derp in example builscript MinecraftForge/FML@01fb451b6918599de5e732d7ff30c761438ab930 Merge pull request #311 from AbrarSyed/patch-3 MinecraftForge/FML@30d532f4fc6fc65ea7e79707a75ff4d6ea0ea031 Pass 1: Most patches are restored. MinecraftForge/FML@53127eec308d3929d68d3d9fafabcfef37e95c37 Merge branch 'master' of github.com:MinecraftForge/FML MinecraftForge/FML@7ab3c3a37ceb8ab945208206aec86739a2138329 Update gitignore MinecraftForge/FML@38cec7a11fae7cf12bda3a8d16a50bb6136d8886 The basic network handshaking for FML is done. All scenarios seem to work. MinecraftForge/FML@9f928963f20bc9bbfbe1391fb16c6f5ca5fd4344 A network design I like. It uses the netty embedded channel to allow mods to build channel pipelines on top of custom payload packets. MinecraftForge/FML@58f7487cfaf4a25a8349021b9cca5ef4ba0b541c Check in patches. Add in some network timeout tweaking values so you can debug the network. MinecraftForge/FML@e544adba5c7e9286f917342af2669e5888fa0a17 More cleanup. Bidirectional server <-> client network works for mods as well as FML|HS now. MinecraftForge/FML@f5c38e2359c2e6eca13cd6606465ee36086a7113 OK, network channels appear to be working well for both dedi and integrated servers. The beginnings of the new mod structure too. MinecraftForge/FML@9c96a0a10a5cbe34786be8fd41f9818b5ac929bc More network stuff, partially done id syncing. MinecraftForge/FML@2aaaeba15eabdec189daa8662e9ffdf0b5a09dbe ID loading from the server save now works. --- fml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/fml b/fml index c2b919d33..2aaaeba15 160000 --- a/fml +++ b/fml @@ -1 +1 @@ -Subproject commit c2b919d339e5f63271cfb67a77235c21c5c3b80e +Subproject commit 2aaaeba15eabdec189daa8662e9ffdf0b5a09dbe