Commit graph

12 commits

Author SHA1 Message Date
Christian
67b9fbe363 Fix dependency checking: you can depend on specific versions of FML 2012-09-07 19:08:28 -04:00
Christian
d105213aed Some tests 2012-08-26 22:23:05 -04:00
Christian
85a585725b Some functionality fixes for @Instance injection. 2012-08-26 10:55:55 -04:00
Christian
fe73f11443 Versions now have two flavours: the @Mod(version) which is the "programmatic version" and
is used for all version relationship calculation. The "display version" as sourced from
mcmod.info is used for display purposes only and can be literally anything. Note: they fall back
to one another when they're missing, and to "1.0" if both are absent.

Also, changed @Instance. Now, you can inject *other* mods using @Instance as long as you depend
on them as a "before" or "dependency" relationship. Classes containing @Instance will only be
loaded if the Mod the @Instance refers is present. So you don't have to worry about runtime class
resolution.
2012-08-26 10:45:00 -04:00
Christian
3c1b234a61 Fix up MCP merger - it definitely works now - the game runs and runs well.
Fix up a couple of small network related issues.
Fix up the server launching fml properly.
2012-08-10 10:03:33 -04:00
Christian
c1b3bfd007 Fix up annotation parser to parse arrays and enums 2012-08-08 22:10:56 -04:00
Christian
f4b9055171 Bunch of hooks re-added : network is more complete now, lot of basemod cleanup, moving stuff into
the registry area
2012-08-06 22:30:13 -04:00
Christian
12927291a7 Fix location of forge in common handler - also some tweaks to modloader and other stuff 2012-08-06 17:27:21 -04:00
LexManos
476dfbc754 Fix MockBlock compile 2012-08-03 01:47:09 -07:00
Christian
b79ec382d7 Add in events for the method pre/init/post annotations so we can add in extra data during the event phase 2012-07-30 00:33:21 -04:00
Christian
9e4131c3e8 A bunch more fixes for FML mods 2012-07-23 16:33:17 -02:30
Christian
3115f92ee4 Check in new fml mod work so far. Lots still to do. 2012-07-14 13:58:46 -04:00