Commit Graph

21 Commits

Author SHA1 Message Date
LexManos cbc9d73a9a Fixed Vinella mob spawning bug that prevented mobs from spawning on the top most chunk. Added new Block function to determine if a Mob can naturally spawn on the block. Add new hook to allow for special case handeling on natural entity spawn. 2012-04-25 01:37:06 -07:00
LexManos bb7eaf867f Exposed TileEntityData packet to TileEntities. And added helper sender function. 2012-04-19 15:41:11 -07:00
LexManos 86fd9e0b9c Implemented a 'small' packet system for those mods that need to send rapid, small data packets and who are concered about the overhead of the 250 payload packet. It uses packet 131. 2012-04-18 19:40:48 -07:00
LexManos 23ffbb774f Added generic packet sending function to MinecraftForge class. 2012-04-18 19:17:04 -07:00
Christian Weeks 96ff4ce8e3 Fix separated login/announce handler 2012-04-08 00:45:56 -04:00
LexManos 6e31fc0185 Changed IGuiHandler's signature to be compatible with both sides. Took out ModLoaderMp reference in README. 2012-04-07 08:08:14 -07:00
LexManos 4e575f353f Rewrote the login code to delay full login untill forge fnishes negotiating network IDs. Should fix entities not having proper ID mapings. 2012-04-06 22:59:58 -07:00
LexManos ab927fce55 Initial patch update to FML and MC 1.2.5 2012-04-06 02:02:53 -07:00
LexManos 43ac9d6799 Fixed a few typos that CovertJaguire found in The Forge entity handeling code. And re-wrote the connection sequance so that clients get a list of mod ids before anything else. 2012-03-20 22:04:58 -07:00
LexManos 6c6d4a7ed9 Fixed the inverted logic in the missing mod check. 2012-03-12 12:18:16 -07:00
LexManos e3c149c246 Fixed MLMP thinking Network mods need a client side when they dont. 2012-03-06 22:43:35 -08:00
LexManos 2b40928113 Made mod_MinecraftForge extend NetworkMod, and changed NetworkMod to extend BaseModMP server side. 2012-03-03 18:17:23 -08:00
Deveducer 431288f404 Fixed spelling mistake ('Frequancy') 2012-02-25 18:48:05 -08:00
LexManos c44aac2b39 Ran AStyle over forge code for uniform code formatting, and refactored old code a bit to have cleaner names. 2012-02-24 22:07:58 -08:00
LexManos f8ad250cc7 Introduced some debugging info into Forge packets. And a debug flag in the client and server packet handlers. 2012-02-22 12:01:38 -08:00
LexManos 54ec1567b2 Implemented a generic EntityPlayer.openGui system, and the network backend for it to work on server and client. 2012-02-20 23:56:01 -08:00
LexManos a6f93ed528 Expanded the Mod check to test for missing mods and display a GUI screen for the client if it is missing any.
The client now downloads NetworkMod ID's from the server upon connecting.
2012-02-20 23:54:11 -08:00
LexManos 67a49ccdd2 Split mod_MinecraftForge so that Clients arnt required to have MLMP installed if they don't use a MP mod. 2012-02-16 20:04:40 -08:00
LexManos 2ea1775224 Created a Entity tracking ans spawning system.
Mod creators should call MinecraftForge.registerEntity to register a entity.
All entity ID numbers are Mod Unique. Meaning two mods can have Entity #1.
Added client and server side packet handlers for the 'Forge' channel. For use in internal packets such as the new Spawn packet.
Updated the build scripts to copy over unique server source files now that there actually are some.
For modders:
  If you have a entity that used MLMP's 'owner' system, you should have your entity implement IThrowableEntity
  If you have a entity that implments MLMLP's ISpawnable, you should implement ISpawnHandler.
They provide the same functionality, just in a cleaner, more orginized way and will be the method used when we eventually drop MLMP.
2012-02-10 03:06:08 -08:00
LexManos ebdc9b9464 Setup .gitignore for eclipse bin dirs.
Fixed line endings in install.sh
Added mod_MinecraftForge for simpler logging of minecraft version in crash reports
Added new hooks for connection events, See IConnectionHandler for more details.
Added Packet250CustomPayload handeling and channel registraction management, see MessageManager and IPacketHandler for more details.
Forge now uses unsed fields in C->S Packet1Login to identify itself. None Forge clients will get a graceful disconnect message instead of the 'Unknown packet 230'
2012-02-07 03:16:57 -08:00
Space Toad 859a0d1dee made initial setup, implemented custom bucket, for #1 2011-07-14 11:10:21 +00:00