Commit Graph
1110 Commits
Author SHA1 Message Date
CannibalVox 07a986d39d Remove the procedural stuff more completely 2015-03-10 03:50:50 -05:00
CannibalVox ff890fe7b6 If obelisks are just going to watch in limbo, make them act like that 2015-03-10 03:49:59 -05:00
CannibalVox d4ff48435c Remove poly2tri because it's for stuff that never got finished 2015-03-10 03:29:42 -05:00
CannibalVox c46e08c76e Make parts other than the monolith eye visible 2015-03-10 03:24:02 -05:00
CannibalVox 8368c55478 Obelisk eyes don't draw through walls now 2015-03-10 02:56:42 -05:00
CannibalVox 2ca661cc45 Fixed decay trying to decay limbo blocks then crashing 2015-03-10 02:56:18 -05:00
CannibalVox 42a04ff156 Fix sounds for 1.7 2015-03-10 02:55:15 -05:00
CannibalVox 198d1ac56f Remove the procedural rift rendering 2015-03-09 16:10:02 -05:00
CannibalVox 8c30d67ba2 Where'd that ++ come from? That shouldn't be there. 2015-03-09 16:09:35 -05:00
CannibalVox 394495baa6 Migrated the dungeons to 1.7 2015-03-09 16:07:48 -05:00
CannibalVox 735b06ded2 Forgot to register block rotations 2015-03-09 10:36:25 -05:00
CannibalVox e47e9597ac Fix rotation issue for dimdoors 2015-03-09 09:35:06 -05:00
CannibalVox 76d2f20f5d Fix rifts not rendering, fix rifts not closing, door blocks not synched 2015-03-09 03:36:56 -05:00
CannibalVox 4d26a2ec31 Initial rendering fix for rifts 2015-03-08 17:46:42 -05:00
CannibalVox 22654722b6 Turns out items have to be registered now & other spot fixes 2015-03-07 02:20:06 -06:00
CannibalVox 5ef42b6bd3 Apparently biome 149 is taken by minecraft 2015-03-07 01:49:46 -06:00
CannibalVox f78fadd8a8 I think this is how you use forgemessages(???) 2015-03-07 01:45:12 -06:00
CannibalVox db92637ea3 Finally got the AT working 2015-03-07 01:34:17 -06:00
CannibalVox 89f256af09 Need to actally update this build script. 2015-03-06 21:05:43 -06:00
CannibalVox 6457c562a6 Fix schematics & add TE sync 2015-03-06 20:57:05 -06:00
CannibalVox a0cf769bda More schematic fixes 2015-03-05 15:52:15 -06:00
CannibalVox 43c606c687 Some schematic fixes 2015-03-05 15:47:06 -06:00
CannibalVox 2a5774d477 Updated most of the networking code... a lot of it is probably broken
still
2015-03-05 15:28:37 -06:00
CannibalVox c075079630 Fix sounds & last of the low-hanging fruit 2015-03-04 04:09:48 -06:00
CannibalVox fe40edf200 More low-hanging fruit. 2015-03-04 01:10:39 -06:00
CannibalVox 63b0547069 Update low-hanging fruit to 1.7.10 2015-03-04 00:43:28 -06:00
CannibalVox fe04c99890 Merge branch 'master' of github.com:StevenRS11/DimDoors
Conflicts:
	src/main/java/StevenDimDoors/mod_pocketDim/commands/DDCommandBase.java
2015-03-01 22:45:56 -06:00
StevenRS11 7b77b268bf rift render growth and removal 2014-08-21 18:42:24 -05:00
StevenRS11 910f991734 render color final 2014-08-20 22:55:29 -05:00
StevenRS11 a55fdbfd0f rift render canidate 2014-08-20 21:44:16 -05:00
StevenRS11 0dd1f1b293 more changes 2014-08-20 17:15:04 -05:00
StevenRS11 dc7a19c2f3 render effect iteration 2014-08-20 16:58:52 -05:00
StevenRS11 04ec4b3d2d jitter together! 2014-08-19 18:50:18 -05:00
StevenRS11 68ff8f6921 Added triangulation library and rift render
Major change is addition of fractal rift rendering, currently first
pass.

Curves are registered and pregenerated in mod_pocketDim.

Rifts look up these curves, choose one, rotate it, and render it.

The render is a TESR that does stuff. Hard to explain, look at
RenderRift in the code and look at the actual rifts in game to get an
idea of what it does.

I had to add a triangulation library to accomplish this. Will hopefully
do something else  that drag around all this.

(I tried(and used comments))
2014-08-19 17:36:07 -05:00
StevenRS11 499c7d91d8 Formatting change
Aformentioned merge wouldnt commit for some reason

PLEASE REVIEW THIS AND THE PREVIOUS COMMIT
2014-07-16 10:41:27 -05:00
StevenRS11 7c7129914a Merging murder 2014-07-16 10:24:24 -05:00
StevenRS11 60bc8090f2 Merge pull request #179 from SenseiKiwi/master
Fixed Crash on Rift Removal
2014-07-15 14:14:22 -05:00
SenseiKiwi 20db828ac0 Fixed Crash on Rift Removal
Fixed a crash from manipulating rift data on the client side. I let this
happen because it seemed like TileEntityRift already did that before.
This crash also exposed another issue: that server-side functions are
being used on the client side. I'm not sure how pervasive this is but
some client dimensions are being constructed with the server-side
constructor.
2014-07-15 14:51:46 -04:00
StevenRS11 12a2a8eb0d Merge pull request #175 from SenseiKiwi/master
Fixed Eager Dimension Data Creation
2014-07-13 21:50:37 -05:00
SenseiKiwi e793493331 Fixed Eager Dimension Data Creation
1. Fixed a design flaw in PocketManager. We originally assumed that all
requests to PocketManager.getDimensionData() had to be legitimate
requests for dimensions that existed. That was true in most cases, but
for things like processing user commands, it was dangerously optimistic.
It was possible that a flaw in DD's usage of that function could be
exploited by a player to trick the mod into pre-registering dimension
data for a non-existent dimension. That would declare the dimension as a
root. DD would crash later if Forge ever allocated that ID for a pocket
dimension. The new implementation is almost the same as the old one, but
allows us to differentiate between cases when we can eagerly create
dimension data, and cases in which the absence of a dimension should
cause a crash to alert us of a design flaw.
2. Remove the pocket regeneration code from PocketBuilder. We simply
don't support pocket regeneration and it's unlikely it'll ever be
implemented because it's a difficult issue. Wiping out pockets
completely is easier. We can always recover the code from this commit if
it's needed later.
3. Minor changes: removed some debug prints from PocketManager and
changed some static accesses in PocketBuilder.
2014-07-13 20:03:00 -04:00
StevenRS11 7f99801e1b Merge pull request #174 from SenseiKiwi/master
Fixed Crash on World Creation
2014-07-13 14:36:14 -05:00
SenseiKiwi 8544aa17ee Fixed Crash on World Creation
Fixed an issue. DD would crash when MC created a completely new world
because onChunkLoad() would be called before onWorldLoad(). That's not
the usual order. PocketManager would be unloaded at that point and would
return a null dimension.
2014-07-13 14:22:23 -04:00
SenseiKiwi b20a0a74d2 Minor Change
Autocorrected indentation in PocketManager. I'll be working on changing
PocketManager to prevent the risk of creating data for a non-existent
dimension through a bad call to getDimensionData().
2014-07-13 07:17:30 -04:00
SenseiKiwi fb1713ae0e Improvements to TileEntityRift
Made some improvements to TileEntityRift. The main reason for these
changes was to remove the field nearestRift - we should not hold on to
references to links. Now we simply track the location of the nearest
rift. I also confirmed that closeRift() and updateNearestRift() must be
allowed to run on both the client and the server. If the client doesn't
run those functions, then adjacent rifts don't connect as expected and
the rift removal animation doesn't work.
2014-07-12 03:36:56 -04:00
StevenRS11 eff7abcbbc Merge pull request #173 from SenseiKiwi/master
Fixed Slow Rift Regeneration and Various Improvements
2014-07-11 15:12:08 -05:00
SenseiKiwi 2c7435585d Minor Changes
Removed a pointless check in yCoordHelper and corrected some comments in
RiftRegenerator. It turns out that ChunkProviderServer.chunkExists()
returns whether a chunk is loaded, not whether it has already been
created.
2014-07-11 15:44:01 -04:00
StevenRS11 349f162a7c Merge pull request #170 from SenseiKiwi/master
Fixed Pick Block Results
2014-07-11 10:38:21 -05:00
SenseiKiwi 107aa4b7f2 Cleaned up Transdimensional Trapdoor Code
Removed unnecessary code for the Transdimensional Trapdoor. Most of it
was code dedicated to updating TileEntityTransTrapdoor.hasRift. That
flag was never used for anything.
2014-07-11 04:33:19 -04:00
SenseiKiwi 1bf1f4f78c Improved Regeneration Code
1. Added code so that Transdimensional Trapdoors detect that they have
been broken and schedule rift regeneration at their location. This had
previously been neglected. Trapdoors deserve a little more attention.
2. Tweaked the breakBlock() code for BlockRift and BaseDimDoor so that
rift regeneration is only scheduled if the underlying block was removed.
We don't want that to happen if the only change was for metadata.
2014-07-11 04:10:12 -04:00
SenseiKiwi 29c8a09218 Improved Door Code
1. Removed code from BaseDimDoor that was already implemented almost
identically in BlockDoor. Clarified some uses of setBlock() by changing
them to setBlockToAir() instead.
2. Removed TileEntityDimDoor.invalidate() and moved the regeneration
scheduling code to BaseDimDoor.breakBlock(). I would prefer to move away
from overriding the invalidate() method. This also simplifies the code
since we don't need to perform some of the checks we had in
breakBlock().
2014-07-11 03:44:26 -04:00