* Fixed issue with Monoliths detecting players through walls
* Changed aggro values from bytes to shorts
* Fixed aggro updates so that aggro levels can decrease
* Fixed upper bound on aggro clamping
* Added client/server-side checks to a few functions to save on
performing pointless checks, such as making calculations for spawning
particles on the server
Removed lots of obsolete and unused code from Monoliths. The code is
subdivided more clearly now. The aggro level is sent over a data watcher
instead of sending the texture state.
Keybounce noticed that he was having a persistent item ID conflict with
DD's Golden Doors - the normal doors not the dimensional variant. I
discovered that we have been assigning them the same ID as the Golden
Door block ever since they were first introduced 7 months ago. It didn't
break immediately since Forge adds +256 to item IDs.
* Changed saving code to create backups by moving existing files rather
than creating copies and deleting the originals.
* Removed final call to PocketManager.save() in PocketManager.unload().
Since we no longer check if the caller is the client or server and
unload() must be called from both, this prevents clients from trying to
save pocket data locally. A final save() call wasn't needed anyway.
Added a flag to NewDimData so that we can avoid writing dimensions to
disk if they haven't been modified. They're still rewritten when the
server shuts down.
* Fixed comments messed up by auto-formatting
* Minor formatting changes
* Combined two conditions in the door-placement code into an equivalent
condition
* Switched to deleting dimension data when a dimension is removed
instead of trying to figure out which dimensions were removed later
* Fixed a bug with blacklist paths
* Rearranged saving code slightly to avoid the potential performance
impact of repeated calls to getAbsolutePath()
Made saving a bit more robust, now we only delete ones that where not
modified. Also overhauled door placement, its all handled by the
eventHandler now.
Made saving a bit more robust, now we only delete ones that where not
modified. Also overhauled door placement, its all handled by the
eventHandler now.
* Changed DDTeleporter to stop us from generating exits to Witchery's
Spirit World - this would cause people to lose their items upon leaving
the dimension.
* Changed GatewayGenerator to stop us from generating gateways or rift
clusters in the Spirit World
Changed FillContainersOperation so that empty dispensers are not filled
with a stack of arrows on import. Just in case someone needs to use
empty dispensers in their design. As far as I can remember, this won't
affect any of our dungeons - arrow traps are rare. The only dungeon that
I can remember is one by Balgor and it was exported with all of its
dispensers loaded.
* Added a small treasure room that opens when the puzzle is solved and
made the exits in the corners slightly more apparent by placing redstone
lamps.
* Tweaked the redstone a little to correct for a brief signal cutoff.
* Tried to add fireworks that would shoot out when the puzzle was
solved, but it was too hard to secure them against theft while also
getting consistent explosions.
Updated the dungeon pistonFallRuins so that it causes less extreme lag
by slowing down and spacing out the timing for the piston traps. Also
reinforced the dungeon against tampering and added lava inside each
piston drop.