At first i was going to keep the core as a simple loader but seeing that
need for content out of my DarkMachine mod i merged the two. This will
cause a bit of extra stuff for the player to deal with. However, i did
add configs to disable the ore and ore Items from the mod.
Removed TileEntityElectricMachine and replaced it with the UE
UniversalMachine class
Removed the BC to UE class as it is no longer needed or functional
Added NetworkSharedPower so that tileEntities can share power in a
network allowing things like Electric Fences or battery box grids.
However, it doesn't unloaded power then it is removed so should only be
used for running machines
This was at one point in time the BuildCraft fluid renderer. However, i
have rewrote most of it in order to fix it. BuiltCraft staff is welcome
to take anything from the render code they want.
If runable machine is an instance of INetworkPart it will not drain
power from any tile entity around it that shares the same network to
prevent self powering.
@calclavia update submodules as i'm still working on getting Bitbucket
to clone ICBM threw sourceTree. Something about modding-lib will not
cloning... if you moved it to bitbucket might want to give me access.
Sorry @Calclavia if this looks like copying but i want to use this class
in all my mods without including your library. This way i can allow
other modders to work on my code without asking for your code.
I think i still have a bit to work on to make this work as i'm not
getting a perfect circle in testing. Rather i'm getting a star shaped
pattern from the points.
This doesn't seem to be going well however i don't really understand how
to use them yet. Looking at them though i think OpenGl uses these for
model rotation. I might want to look into there code later...
I'll test this after i make a test frame for it. Though i think this
might be it as long as i got the ideal down. After i tried to go to
sleep my brain broke down the changes pre rotation. If Y axis changes
the XZ distance change. If Z Axis changes YX distance changes. If X Axis
changes YZ axis changes. After figuring that out now i can use sin cos
to get the radian angles and times that by radius to get the delta
change in position.... or at least that is what i think. Testing will
prove me right or wrong.