Commit graph

214 commits

Author SHA1 Message Date
DarkGuardsman
e1256face0 cleanup 2013-09-04 22:56:51 -04:00
DarkGuardsman
f6914b21e9 merged ilus element into core
100% optional content, everything can be disabled
2013-09-04 22:50:29 -04:00
DarkGuardsman
f96c6542cf fixed server crash 2013-09-04 22:23:11 -04:00
DarkGuardsman
d617d914e5 Added force and pressure to connection types 2013-09-04 22:23:05 -04:00
DarkGuardsman
1065f3e66e Changed ITileConnector
added a sub enum system to better ID connections.
2013-09-04 18:44:35 -04:00
DarkGuardsman
08c51bf14d Moved api stuff around 2013-09-04 18:43:26 -04:00
DarkGuardsman
b0e07865df txt is not a folder 2013-09-03 23:02:03 -04:00
DarkGuardsman
8e30222648 I think ':' is invalid for sourceforge scp
just a test but it doesn't matter either way works
2013-09-03 22:55:27 -04:00
DarkGuardsman
b2e72094d2 Lets include the license with each build
To be safe
2013-09-03 22:54:01 -04:00
DarkGuardsman
21bb734bb0 removed * as its not a valid file path 2013-09-03 22:48:08 -04:00
DarkGuardsman
4662f21340 Fixed missing / in script 2013-09-03 22:45:11 -04:00
DarkGuardsman
774df79686 Created a zip containing all mods
I only get credit for own download per person per so many days. So it
makes no point to force users to download each file one at a time.
2013-09-03 22:42:47 -04:00
DarkGuardsman
e775882aa0 Changed names of mod.jars
I was going to treat each mod as a branch of the main focusing on a set
task. However, some fan seem to like the old names, and frankly I do as
well. Not sure what got me started on naming them something else but it
doesn't matter.
2013-09-03 22:38:22 -04:00
DarkGuardsman
f19ac591ae Added Ilus Element mod for merging
Content will be merged into the core as an optional decor block/item
set.
2013-09-03 17:24:43 -04:00
DarkGuardsman
933b4e44b4 Fixed proxy paths 2013-09-03 04:31:12 -04:00
DarkGuardsman
1dd2d090ea j != k, fixed script error 2013-09-03 04:28:13 -04:00
DarkGuardsman
d182944568 Added missing APIs copying to script 2013-09-03 04:18:05 -04:00
DarkGuardsman
bb70fe58a1 3 / can cause so much errors 2013-09-03 04:04:17 -04:00
DarkGuardsman
9e735d16bc More work on build script 2013-09-03 03:48:48 -04:00
DarkGuardsman
42d8d1b163 Another attempt at fixing path copying 2013-09-03 03:39:24 -04:00
DarkGuardsman
468b9fc42a Attempt to correct file path copying 2013-09-03 03:28:42 -04:00
DarkGuardsman
28dde9715a Fixed asset location 2013-09-03 03:17:04 -04:00
DarkGuardsman
0938d0e748 corrected spelling 2013-09-03 03:00:24 -04:00
DarkGuardsman
358da32854 Added resource paths to script 2013-09-03 02:51:28 -04:00
DarkGuardsman
1e9ab33c7a Included other src folder in script 2013-09-03 02:49:08 -04:00
DarkGuardsman
36e9888edc fixed path for git clone scripts 2013-09-03 02:43:39 -04:00
DarkGuardsman
19c38be6b1 moved git sync after forge copy 2013-09-03 02:41:08 -04:00
DarkGuardsman
4bec0983de Worked on build script 2013-09-03 02:39:45 -04:00
DarkGuardsman
a0d4b364c5 Created basic build file
May need some more work so if commits start to pop up with",,," you'll
know why.
2013-09-03 01:54:41 -04:00
DarkGuardsman
a41e3c02b1 Package change from dark-> dark.core
Makes it easier for the build script to ID the core files when all the
CoreMachine mods are combined together
2013-09-03 01:26:15 -04:00
DarkGuardsman
17e709638e Misc 2013-09-03 01:10:35 -04:00
DarkGuardsman
88def701dd Created called to the UE init methods
Didn't noticed that these needed called inorder to function correctly.
Though i guess the UE loader mod would have covered this for me its
better to be safe than sorry.
2013-09-03 00:18:00 -04:00
DarkGuardsman
a10a39a311 Changed how simple packets work
Instead of ints i've changed it to string IDs too allow for more defined
ids per tile. Should remove any issues with super tiles using the same
packet ID as the tiles that extend them.
2013-09-03 00:17:17 -04:00
DarkGuardsman
a7e0c9b6a2 Created first advanced config block
This will be the first block of many to have its own config file. The
idea when i created the BlockRegistry was to also implement a system to
allow blocks to declare custom configs. In other words allowing them to
define settings that can easily be linked to the block without large
config files.
2013-09-03 00:16:22 -04:00
DarkGuardsman
bd3b4e58b2 Place IColorCoded interface in ColorCode.class 2013-09-02 16:26:19 -04:00
DarkGuardsman
c3158aeb74 cleanup 2013-09-02 16:26:02 -04:00
DarkGuardsman
c7947817e7 Merge Fluid Helper classes
Honestly i might want to keep them apart but i'm running into too many
classes making it hard to work.
2013-09-02 15:39:38 -04:00
DarkGuardsman
9f34cb4748 Removed Matrix4 as it was unused/unfinished 2013-09-02 15:38:54 -04:00
DarkGuardsman
3e9849b45e Merge math helper classes 2013-09-02 15:38:40 -04:00
DarkGuardsman
c9a8298058 Place IAutoCrafter interface into AutoCrafting class
Looking at saving space plus its a one method interface
2013-09-02 15:30:46 -04:00
DarkGuardsman
5a563266cc folder rework 2013-09-02 15:28:00 -04:00
DarkGuardsman
29b0ce2e72 Worked on new way to register blocks
Idea is to create a flex-able system to handle block registration,
settings, features, and setup. This include calling methods to register
block ore names, tile entities, and extra settings configuration files.
2013-08-29 17:25:35 -04:00
DarkGuardsman
a66aa8e053 Testing an idea on how to handle block registry
This is both to help me do modding better as well to test how i want to
handle block creation in my game.
2013-08-28 16:54:44 -04:00
DarkGuardsman
75eeae764b move file location changes 2013-08-28 16:10:31 -04:00
DarkGuardsman
611f39dd6c Working on a handler to manage registering blocks
This will be connected to a more advanced config, id, and a few other
handlers. This way all block/items will be in sync when it comes to
creations, and handling.
2013-08-28 16:08:15 -04:00
DarkGuardsman
e8bbe5796f Moved files around
The ammount of files in this project are getting out of hand tbh. I will
need to sit down later and sort them all out and remove any that are not
needed.
2013-08-28 16:07:15 -04:00
DarkGuardsman
15a4358c39 Toy with battery box model design
Not really liking this version and may have to work on it some more. The
idea is to create a way to insert 4 batteries into the machine. Then for
these batteries to visually show on the out side of the machine with
there charging info. As well placing two machine together will need to
effect the render.
2013-08-28 15:15:24 -04:00
DarkGuardsman
6007cc1561 Removed BlockWires dependency on BlockConductor
Mainly just copied the methods but its needed due to future changes to
these methods that were copied. Mainly the collision methods will need
to be redone when the logic is finished for lay down wires.
2013-08-28 15:13:55 -04:00
DarkGuardsman
1c57103d53 worked on naming vars in FXBeam
A lot of the vars are not named in this class and make it hard to work
on.
2013-08-28 15:12:40 -04:00
DarkGuardsman
acc0bec88d updated UE api 2013-08-28 15:12:04 -04:00