Commit Graph

44 Commits

Author SHA1 Message Date
LexManos 8a506022d7 More work on misc things. 2016-03-03 02:57:38 -08:00
RainWarrior cff4bf21ae Updated raw types in ExtendedBlockState, fixed some ATs, updated some things that needed updating in model classes. 2016-03-02 20:00:32 +03:00
LexManos ac7c4d2f6c Some import renames and compile error fixes, killed ~800. 2016-03-01 04:58:03 -08:00
cpw d29b9f8752 Add in mcp named patches and use them. Initial 1.9 setup. 2016-02-29 21:37:08 -05:00
iLexiconn 776f5b91d5 Added hook to add entity spectator shader 2016-02-13 00:09:04 +01:00
RainWarrior 3bdc75ad49 Added "gui3d" and "smooth_lighting" options to the forge blockstate. Implemented them for vanilla and B3D models. Added generic types to IModel subinterfaces, to simplify chaining. 2016-02-02 12:23:26 +03:00
VikeStep 026d179c0d Add EntityTravelToDimensionEvent
Resolve Merge Conflict

Move event call inside conditional
2016-01-25 17:57:52 +10:00
RainWarrior 104feb2973 Reverted Render registration changes due to them working. 2016-01-01 08:51:56 +03:00
RainWarrior cf2bbd1353 Fixed RenderingRegistry not working. Closes #2312. 2016-01-01 02:01:03 +03:00
Bernhard Bonigl 57d1a657a0 Add a PotionRegistry to handle dynamic distribution and remapping of Potion IDs 2015-11-29 22:02:55 +01:00
cpw a26c4017b1 Fix a newly missing AT. Remove all CL_ references. OBFID is gone. 2015-11-13 00:09:34 -05:00
cpw 614bbcb0da FML is no more. FML has ceased to be. FML's expired and gone to meet its maker. FML's a stiff! Bereft of life, FML rests in peace. 2015-08-01 23:51:40 -04:00
cpw 9a859f8d5c Merge branch 'master' of https://github.com/AbrarSyed/MinecraftForge into fg2 2015-08-01 20:55:58 -04:00
Clienthax 97f8c246b8 Signed-off-by: Clienthax <clienthax@gmail.com> 2015-06-30 22:29:34 +01:00
AbrarSyed bbfae84ee8 removed broken and duplicate AT lines 2015-06-29 21:56:30 -05:00
Lex Manos d7c4a06ce8 Fix AT for Block constructor. 2015-06-23 01:26:33 -07:00
RainWarrior 581363fddd fixed AT missing for getModelBlockDefinition 2015-06-04 18:58:42 +03:00
Lex Manos 5064d33519 Mitigate potential issue with users requesting lots of server status information by caching ServerStatus json. 2015-06-03 23:16:25 -07:00
Lex Manos 267e1ee62f Hook BlockState's Json loading to add support for simplified Forge format.
See https://github.com/MinecraftForge/MinecraftForge/pull/1885 for more details.
2015-06-02 16:49:56 -07:00
RainWarrior b14cfa45e5 RenderItem can now use baked quad color 2015-02-17 05:02:16 +03:00
Parker Young e04240e5e3 Added ATs for EnumFacing
This publics the VALUES array and HORIZONTALS array in EnumFacing, thus giving modders access to these arrays, much like ForgeDirection had.
2015-02-16 16:30:55 -05:00
RainWarrior 87ef833d32 Alternative models work once again 2015-02-14 00:23:03 +03:00
RainWarrior 9a6fb600ec Reworked vanilla texture resolution, hopefully fixes NPE bug in FaceBakery 2015-02-08 15:51:41 +03:00
RainWarrior 6eba0ebb93 Added model loader registry
Entry point: ModelLoaderRegistry
loader interface: ICustomModelLoader
custom model: IModel

ModelLoader is responsible for splicing into vanilla model system.
(you probably don't need to use it directly)

Interop with vanilla models isn't great yet
(vanilla models can't refer to custom ones as parents), will improve in
the future.

Includes loader for B3D models, with animation support
(net.minecraftforge.client.model.b3d).
Blender export plugin with compatible coordinate system:
https://github.com/RainWarrior/B3DExport

OBJ loader is being written, will be included at some point in the
future. For now you can convert OBJ to B3D via blender, or wait.
2015-01-29 11:33:52 +03:00
Lex Manos d8cb28911c Fix userdev for new BlockState change. 2014-12-12 14:42:49 -08:00
RainWarrior 134fbaa1ff Added model bake event (allows mods to insert custom baked models, much like TextureStitchEvent allows to load custom textures), ISmartBlock/ItemModel (ability form models to react to block/item states), Block.getExtendedState, support for unlisted properties in block states. Includes example implementation of http://imgur.com/a/FyyJX 2014-12-04 14:16:30 +03:00
Lex Manos d48f4d0a94 Update RecipeSorter for new 1.8 recipies. 2014-11-28 08:20:10 -08:00
Lex Manos 53659fca06 Initial update to 1.8, Super beta. Most rendering related hooks are out due to major changes in 1.8.
Some notes:
Almost all int x, int y, int z parameters have been changed to BlockPos class
ForgeDirection has been removed, replaced by net.minecraft.util.EnumFacing.
All FML classes have moved from packet cpw.mods.fml to net.minecraftforge.fml
Fluid Rendering has been disabled for the time being, to be re-evaulated and a test mod created for it.
Minecraft now uses a Model based system for rendering blocks and Items. The intention is to expand the model format to better suit modder's needed once it is evaulated.
As such, The model loaders from Forge have been removed, to be replaced by expanding vanilla's model format.
Metadata has been extracted out in Minecraft to IBlockState, which holds a list of properties instead of magic number metadata. DO NOT listen to the fearmongering, you can do EVERYTHING with block states you could previously with metadata.
Stencil Bits are disabled entirely by for the main Display, Modders must enable and recreate the FrameBuffer if they wish to use Stencil Bits.
2014-11-26 00:00:54 -08:00
DemoXin 68fd0049fb * Added AT for ContainerRepair.stackSizeToBeUsedInRepair (Now public)
* Added ability to AnvilUpdateEvent to alter stackSizeToBeUsedInRepair (vanilla behavior is now reproducable)
* Added AnvilRepairEvent, fired when the player removes an ItemStack from the output slot of ContainerRepair, and allows the chance to damage the anvil to be altered.
2014-08-04 16:54:35 -04:00
skyboy 5f8d501ed6 Add EntityFishHook AT 2014-08-03 19:52:59 -04:00
Travis Watkins e6bbcf6a3d Load chunks asynchronously for players.
When a player triggers a chunk load via walking around or teleporting
there is no need to stop everything and get this chunk on the main thread.
The client is used to having to wait some time for this chunk and the
server doesn't immediately do anything with it except send it to the
player. At the same time chunk loading is the last major source of file IO
that still runs on the main thread.

These two facts make it possible to offload chunks loaded for this reason
to another thread. However, not all parts of chunk loading can happen off
the main thread. For this we use the new AsynchronousExecutor system to
split chunk loading in to three pieces. The first is loading data from
disk, decompressing it, and parsing it in to an NBT structure.  The second
piece is creating entities and tile entities in the chunk and adding them
to the world, this is still done on the main thread. The third piece is
informing everyone who requested a chunk load that the load is finished.
For this we register callbacks and then run them on the main thread once
the previous two stages are finished.

There are still cases where a chunk is needed immediately and these will
still trigger chunk loading entirely on the main thread. The most obvious
case is plugins using the API to request a chunk load. We also must load
the chunk immediately when something in the world tries to access it. In
these cases we ignore any possibly pending or in progress chunk loading
that is happening asynchronously as we will have the chunk loaded by the
time they are finished.

The hope is that overall this system will result in less CPU time and
pauses due to blocking file IO on the main thread thus giving more
consistent performance. Testing so far has shown that this also speeds up
chunk loading client side although some of this is likely to be because
we are sending less chunks at once for the client to process.

Thanks for ammaraskar for help with the implementation of this feature.

This commit is based off the following :

Bukkit/CraftBukkit@b8fc6ab2c1
Bukkit/CraftBukkit@85f5776df2
Bukkit/CraftBukkit@0714971ca2
Bukkit/CraftBukkit@7f49722f45
Bukkit/CraftBukkit@53ad0cf1ab
2014-06-12 16:51:17 -04:00
Lex Manos 621fb050ce Finally do SoundSystem workup for 1.7, Closes #982 2014-04-03 03:12:22 -07:00
Lex Manos 72d22c5827 Update access transformer, Closes #951 and #1021 2014-04-03 02:10:43 -07:00
Lex Manos 534b241e9f Make StructureVillagePieces.Village public. 2014-03-10 22:12:46 -07:00
Lex Manos 6c6f664c30 Implement PlayerPickupXpEvent, fired when a player aquires XP from a EntityXPOrb. Closes #942 2014-01-24 16:31:38 -08:00
Lex Manos 2e47771860 Missing EntityAITasks.tasks and MapgGenStructreIO register ATs, Closes #949 2014-01-24 16:04:41 -08:00
Lex Manos 75a80f2f75 Make ItemBlock.field_150939_a public, closes #945 2014-01-24 16:02:39 -08:00
Lex Manos 08a875c39a Added constructor to WorldType, and delegated the BiomeLayer management to it. Also updated the access transformer for Item/Block classes. 2013-12-23 22:40:54 -08:00
Lex Manos 9ee5053b71 Fix:
Block placement/interaction
  Tesselator crash due to wrong mapping
  Missing isreplaceable check in world.canPlaceAt
  Small foratting/logging cleanup
  Temporarly commented out efficancy changes till I implement it.
2013-12-22 18:25:26 -08:00
Lex Manos a6c45a7ade Inital patch update for 1.7.2, Doesn't compile, not done yet. 2013-12-22 03:06:10 -08:00
Lex Manos 439dbd8bb3 Killed a few hundred compile errors. 2013-12-12 23:32:36 -08:00
Lex Manos 521b8a16c4 Some work on 1.7, waiting for Abrar to fix a few things. 2013-12-09 21:59:12 -08:00
Lex Manos d4e7a5c68e Bump data for 1.7 start. 2013-12-09 18:47:55 -08:00
AbrarSyed 797399ff7f Step 2: The Reformation 2013-11-09 15:57:08 -06:00
Renamed from common/forge_at.cfg (Browse further)