Commit graph

2126 commits

Author SHA1 Message Date
Robert
54884c1091 Moved inv helper to core 2013-11-11 15:43:28 -05:00
Robert
5f50373ba6 Added inv helper from AL 2013-11-11 15:42:54 -05:00
Robert
516a1bbec4 Started new item textures 2013-11-11 13:13:04 -05:00
Robert
821ee1ef3e change in recipe formate 2013-11-11 12:24:48 -05:00
Robert
17f5c82fef Worked on some crafting 2013-11-11 12:23:48 -05:00
Robert
519d794308 Removed Recipe creator from recipe loader
In most instances it was not working so it is now removed
2013-11-11 12:22:36 -05:00
Robert
5178f52cf4 Added MM to the build path
For 1.7 update this will be changed to each mod building itself but for
the moment this works
2013-11-11 11:58:22 -05:00
DarkGuardsman
84a37bd1c5 this and that 2013-11-11 09:51:21 -05:00
Robert
ca71a5cca1 Added laser damage event catch
Creeps will explode if killed by lasers. Though this would be a nice
addion. As well made an attempt at having diamond armor reflect laser
damage. Though this didn't work as well
2013-11-11 00:03:37 -05:00
Robert
603874d94c Worked on car a bit
Noticed it has a flaw updating serverside
2013-11-11 00:02:23 -05:00
Robert
78fb37d51a A few things 2013-11-10 22:50:24 -05:00
Robert
dc000f4740 Implemented AutoCraft event
Not that the armbot works right now but why not. We can just fix it
later if it doesn't work.
2013-11-10 21:48:20 -05:00
Robert
720d2c2aed Added an auto craft event 2013-11-10 21:47:16 -05:00
Robert
3c40ae5af8 typo 2013-11-10 21:40:12 -05:00
Robert
d502b65934 Created a laser event 2013-11-10 21:37:48 -05:00
Robert
1e0d824ac2 Removed debug 2013-11-10 21:37:41 -05:00
Robert
e371d70b13 Made Object registry throw on blockID conflict 2013-11-10 20:28:02 -05:00
Robert
6e25105da9 Worked on car 2013-11-10 20:27:51 -05:00
Robert
7cfafeb7fa Expanded raytrace class 2013-11-10 19:02:26 -05:00
Robert
0063335a7a Worked on fluids and gases 2013-11-10 19:02:16 -05:00
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
Archtikz
d2bfde1820 Fixed Imports 2013-11-10 16:56:36 +00:00
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
5006dbe895 import changes 2013-11-09 19:48:00 -05:00
Robert
73e4ccb805 import changes 2013-11-09 19:34:24 -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