Commit graph

466 commits

Author SHA1 Message Date
Robert
b1983b2143 Temp removed IC2 and BC support
I need to recode this and i'm going to offer BC support threw an engine
block
2013-11-10 18:04:42 -05:00
Robert
24b6c36d70 Fixed a bug preventing tile despawn 2013-11-10 17:52:20 -05:00
Robert
e51ef7686d Worked a bit on gas block 2013-11-10 15:17:58 -05:00
Robert
2a89c258f8 Started up on gas blocks 2013-11-10 13:18:28 -05:00
Robert
0f9721e0c2 Changed EntityDrivable into a prefab
It was designed to be one anyways but during testing it was treated as
an actual entity.
2013-11-10 11:54:21 -05:00
Robert
81cac14c90 Worked on a few things 2013-11-10 11:41:54 -05:00
Robert
1a227bf64e Notes and started on a model
This is just a model for the test car as most likely all the other
models will be obj models. That way i have more control over the look of
the vehicle.
2013-11-10 11:03:27 -05:00
Robert
03195177c8 re-added changes that got remove during the revert 2013-11-10 10:01:52 -05:00
Robert
3387b2a3d2 Reverted vehicle class back to "we have movement" commit
Not sure what i did but i changed just enough that nothing was working
2013-11-10 09:35:00 -05:00
Robert
372c83dc34 Made a packet handler for entities 2013-11-10 09:34:22 -05:00
Robert
87db72abdd Changed the key event to stop when key is used
Forgot to add this when i created the handler. This will cut down a bit
of CPU time when keys are received though i might be able to cut this
down more by sending this with the entity id. That way it goes directly
to the entity that is going to use it.
2013-11-09 19:57:26 -05:00
Robert
893ccb49d1 Change rotation of vehicle to a method
Also corrected the directions being reverse. As well changed it to a
method so vehicles extending this have more control.
2013-11-09 19:54:11 -05:00
Robert
36eee0272a We have movement
The test car works now though i have a lot of work still too do.
2013-11-09 19:20:23 -05:00
Robert
ac9573ff83 Forgot to register the entity to receive key events 2013-11-09 18:53:06 -05:00
Robert
06006f32c0 bit of work on key binding for vehicles
If you notice i didn't create my own but am piggy backing every single
existing binding and sending it to the server. This way i can just pick
existing ones like forward and use it.
2013-11-09 18:42:23 -05:00
Robert
4e569bc1b5 Lets do this the hard way
After exploring several options to create a boat that is a car i'm now
going to do this from scratch. After all minecraft code kinda sucks and
so are the dozen of other examples using it.
2013-11-09 16:08:35 -05:00
Robert
9d9d69a5ab Decide to work on a quick vehicle prefab
EntityDrivable and its render are copies of the boat. I decide to dump
my old code from 1.2.3 and start over. No point and trying to update
code that was created from the boat as well. Though i might use that
nice tractor model someone left.

Anyway everything should be ready for testing.
2013-11-09 14:08:35 -05:00
Robert
cc87d1c393 Move GUIs into gui folder
forgot these were in the main client package
2013-11-09 13:14:55 -05:00
Robert
3d84ad3749 Worked more on GuiBar prefab
Changed the name since it has other uses than power. Though i'll need to
make a way to change the texture used to render the bar.
2013-11-09 13:13:56 -05:00
Robert
f1376aba74 Started on a power bar GUI component
Should be a simple and fast way for any GUI to create a power bar on the
screen
2013-11-09 12:54:57 -05:00
Robert
a039f46a6f Idea reminder to create base Gui for machines 2013-11-09 12:43:57 -05:00
Robert
b41be74dec Created two tank prefabs 2013-11-09 12:39:41 -05:00
Robert
68d725912b Package changes 2013-11-09 12:39:33 -05:00
Robert
814a1333dd Moved debug blocks to machine package 2013-11-09 12:25:32 -05:00
Robert
a2df91ec23 Suppressed a few warnings in the auto crafting helper 2013-11-09 11:53:40 -05:00
Robert
78a8659abc Uploading my coding format for java 2013-11-09 11:28:15 -05:00
Robert
10215d9e2f Added set methods to Pair class 2013-11-09 11:28:05 -05:00
Robert
4d17561a37 Working on item networks for AL 2013-11-09 11:27:56 -05:00
DarkGuardsman
06c4b331b6 Set network to invalidate when merging 2013-11-08 17:40:26 -05:00
DarkGuardsman
5fe979c5f0 Seems my git files got reset 2013-11-08 17:34:00 -05:00
DarkGuardsman
c6bcb4ce17 Added Ray Trace class from code in the empire engine 2013-11-08 12:05:21 -05:00
DarkGuardsman
18fe6f072d CleanupFormatting 2013-11-08 12:04:19 -05:00
DarkGuardsman
3630324a2f Moved this over from FM 2013-11-08 05:22:16 -05:00
DarkGuardsman
6d437b9f1e Worked on gases a bit more 2013-11-08 05:22:08 -05:00
DarkGuardsman
fb58861207 Started up on redoing arch's gas system
Not that it was bad archadia but we have the fluid system which i'm
using. Though to help out a bit i took your gas and made it extend the
fluid class. This way you can create gas fluid faster. As well i started
to create an enum to store all the gases with extended element data.
Later on this will allow use to do advanced features like gas increasing
pressure when heated.
2013-11-08 03:55:55 -05:00
DarkGuardsman
e57ea196a2 Started working on active tile networks 2013-11-08 01:29:36 -05:00
DarkGuardsman
01333fe4b0 Updated License 2013-11-07 23:10:32 -05:00
DarkGuardsman
a4b618f5df Quick idea to create a help manual 2013-11-06 17:40:56 -05:00
DarkGuardsman
fd6c5d5990 Fixed an issue with the save helper 2013-11-06 17:11:39 -05:00
DarkGuardsman
06c88806dd Worked on save manager some more 2013-11-06 10:03:29 -05:00
DarkGuardsman
2d825496c4 Changing packages to reduce package count
Cleanup in other words
2013-11-06 08:41:00 -05:00
DarkGuardsman
78480e265b Recreating a save manager to handle object saving
This will help save object that are not saved by the world.
2013-11-06 08:28:06 -05:00
DarkGuardsman
6ee96828d7 Removed help page stuff
I'm not really working on it and its just adding to the file count so i
removed it.
2013-11-06 08:27:31 -05:00
DarkGuardsman
f87eec9af1 Worked on tools a bit 2013-11-05 03:39:39 -05:00
DarkGuardsman
2119b5043b Finished off the major tool textures
Still have to go threw an make all the shear textures but they are not
craftable so there is no rush.
2013-11-05 02:38:00 -05:00
DarkGuardsman
96d136a3f4 Disabled salvaging function of ore processors
There were several bugs that are not resolved but a few still remain.
The main one is near zero output from salvaged. Which even though its
not a big issue it still means that players lose items when they should
get stuff back.
2013-11-05 02:01:30 -05:00
DarkGuardsman
4537211850 Auto-Sync 2013-11-04 23:12:34 -05:00
DarkGuardsman
3793f44c4f Start in on a bit of the recipe handling 2013-11-04 23:08:48 -05:00
DarkGuardsman
629938c923 idea for complex autocrafting 2013-11-04 22:00:23 -05:00
DarkGuardsman
bc7c6451cd Cleanup on Processor Recipes 2013-11-04 22:00:12 -05:00