Dungeons send the player consistently in the direction they *face* now.
Allows for better travel using them, and also ensures that if they die,
they will be farther away.
Cleaned up obsolete code in PocketProvider and fixed the assignment of
hasNoSky so that it actually applies. Also overloaded getActualHeight()
so that we return 256 despite hasNoSky = true - the default MC behavior
is that we would return 128 in that case. Also undid a previous change
to EventHookContainer - players that die in pockets will respawn in
Limbo, again.
Renamed IDimDoor.placeDimDoor() to placeLink(), since that's what it's
actually being used for in our doors. Saying it places the door itself
is confusing.
Made a minor change to DDTeleporter - added a flag so that we can
specify that entities must be teleported to the destination without
trying to shift them around based on destination orientation. This is
important for the trapdoor, since otherwise entities might get shoved
into walls. Also cleaned up some code in DDTeleporter. It's much more
readable now. These changes are in preparation for completing Trans
Trapdoor destination selection.
Merged together the different changes we had made to Transdimensional
Trapdoors. Cleaned up the rendering and tile entity code a bit, it
should be a little more understandable now.
Partially completed the code for unsafe exits (used for trapdoors) so
that they drop players into air pockets. It's not complete yet, but I
want to merge in other changes before continuing.
Improved our code for checking whether an entity in contact with a door
should be teleported. Now the check works better, works for Minecarts,
and is more readable. It also ignores particle effect entities.
Modifed the RiftFX classes so that their particles have noClip = true.
This avoids rifts spamming the collision events of other blocks,
including dimensional doors, and it should improve the performance of DD
a little.
Got the Transdimensional Trapdoor working again. Renamed the file to
TransTrapdoor and trimmed off unnecessary code - BlockTrapDoor
implements a lot of the necessary logic. Implemented IDimDoor for
clarity.
Updated BlockRotator to check if a block is an instance of DoorBlock
instead of checking for BaseDimDoor - since we changed BaseDimDoor to
derive from DoorBlock, the latter check is no longer needed.
Added a condition preventing rift clusters and gateways from generating
in The End. It's not really useful to do that right now and could
actually cause some annoying side-effects.