Commit graph

1168 commits

Author SHA1 Message Date
CannibalVox
585b0685d0 Fixed a lot of WAILA weirdness 2015-03-10 10:36:39 -05:00
CannibalVox
e5af4f5964 Fixed some keyhole texture case sensitivity thing- also let's not use the
build output resources folder as a dumping ground for textures, thanks.
2015-03-10 09:39:14 -05:00
CannibalVox
8073ee6a32 Localize ALL THE THINGS! 2015-03-10 08:57:08 -05:00
CannibalVox
6aeed2c0e5 Fix version 2015-03-10 05:50:49 -05:00
CannibalVox
f9addaf115 Update these field names 2015-03-10 05:17:09 -05:00
CannibalVox
e15bfbd2d1 Some tweaks to the monolith- make it look great. 2015-03-10 04:28:31 -05:00
CannibalVox
7c11003686 Key monolith behavior in to config file 2015-03-10 04:20:29 -05:00
CannibalVox
c72a03b558 Fixed limbo music 2015-03-10 04:03:45 -05:00
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