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2.2.62-beta-MC1710-test

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Change Log:

  • fix crash when invalid trade order given to NPC (one with 0 route points). Closes #94
  • update instruction manual to include information regarding faction and player owned traders
  • add rendering of route to trade orders item. Closes #88
  • encapsulation cleanup
  • minor cleanups to PO trader AI
  • finish cleanup of empty waypoints on trade orders item
  • reset all flags in PO trader AI when finished with shelter codepath, should ensure trader kicks back into routing mode properly
  • change 'disable wander' setting to completely disable most AI -- needs custom implementation in each AI, so that they may be disabled independently (such as follow player is -not- disabled). Closes #96
  • Re-enable PO bard. prep work on bard code/GUI rework.
  • implement bard gui container-side code
  • finish rest of bard tune entry methods
  • bard GUI mostly implemented, need volume/length /list manipulation stuff
  • more work on bard GUI. need to test implementation and cleanup
  • add translations for strings in bard GUI
  • add reimplementation of bard AI, needs callback for onTuneDataChanged when bard tune GUI is closed
  • fix up worksite upgrade dropping issue. Closes #98
  • actually clean up setting of npc name from GUI
  • mad crazy updates to torque tiles. add torque conduit TESR w/rotating conduits -- need texture(s)
    clean up quite a few methods/sublcass oddities; remove a bunch of debug
  • add uv mapping to torque tile model; add torque tile uv maps.
  • clean up delta/rotation stuff in torque tile render
  • add torque conduit textures; clean up initial energy state for client side tiles
  • update torque distributor to new model/rendering methods
  • fix up issue in model editor UV editor of multiple 'export UV map' buttons being stacked
  • clean up number input being derpy with manual input, also fix crashing on 'empty' input for a numberinput field
  • more cleanup of crashy/annoying things in model editor/gui framework
  • update flywheel model. add uv map.
  • lots of cleanup to flywheel render, some minor updates to how torque tiles handle block updates (enable generic block/metadata updates in addition to purely tile-entity change updates)
  • update flywheel to have proper output rotation for each block in the stack
  • add basic implementation of straight torque shaft
  • remove some debug spew =\
  • minor cleanup
  • more cleanup of client-side tile update status
  • most of the way done with flywheel rework, need to make control block model, 3x3 model, and clean up 1x1 model. Need to make actual render for storage block.
  • properly set bounds of torque shaft block from block orientation
  • properly set bounds for torque shaft block based on orientation and not connections
  • fix up display of primitive name in model editor/uv editor GUIs
  • lots of working cleaning up models/etc.
  • fix up flywheel controller updating when block broken
  • add notes on colors for torque tile textures
  • add cofh lib for RF framework integration -- need to resetup workspace to enable decomp/integration of code from lib
  • more work on torque tile models, add waterwheel model and basic validation code
  • more work on waterwheel
  • bit of playing around with adding CoFH support
  • rework how flywheel storage blocks are initialized/validated
  • add prep for re-implementation of torque framework
  • add basic implementation of RF interaction for torque transport tiles, need to clean up torque implementation before further progress can be made
  • torque refactor part 1
  • refactor pass 2 - add method params
  • refactor pass 3 - org imports
  • refactor pass 4 - more method signature update
  • refactor pass 5 - gutting
  • refactor pass 6 - mass cleanup, partially done
  • refactor pass 7 - cleanup / comments
  • refactor pass 8 - make it compile; need client rotation stuff fixed still
  • refactor pass 9 - beginning of reimplementation
  • refactor pass 10 - more reimplementation
  • refactor pass 11 - most things re-implemented, need flywheel 4aa61af
  • clean up torque shaft interaction / animation
  • clean up waterwheel generator
  • refactor pass 12 - finishing up, flywheel working
  • more minor cleanup - work towards fixing bc integration
  • add default naming for custom_3 faction as-per Mohawky suggestion
  • clean up some BC interaction stuff 387ab61
  • rework heirarchy of warehouse -- likely invalidated any nbt data, might have issues on world load. Might also expose issues of incorrect class casts regarding non-inventory worksite blocks that incorrectly extended
    worksite base.
  • Also rework worksite base to use standard torque cell for energy storage. -- in prep of implementing RF onto worksites
  • clean up warehouse implementation
  • more worksite cleanup in prep of RF integration
  • lots more cleanup of worksite base class.
  • add rf integration to worksites -- they should now be able to accept RF input without issue
  • add textures for waterwheel, torque shaft, flywheel controller
  • remove unused sounds.json file, move to project resources for future reference on internal formatting
  • update large flyhweel storage model to include 'windows' -- need to enable multipass rendering and still do textures for the whole thing
  • more tex work
  • clean up (remove) a ton of unused textures
  • add large flywheel storage texture, update render for multipass
  • update flywheel storage render for med/heavy textures, update med/heavy textures to not look like wood =\
  • update default icons for torque blocks (used for breaking animations)
  • more block texture updates
  • implement many item renders, add textures/model/render for single-wide flywheel
  • lots more work on renders/rendering - add windmill test model/texture, need to adapt windmill to dynamically resize sails
  • update render for hand-engine. add multi-sided rotation handling to hand-engine.
  • create base class for rendering windmill blades when I get there
  • work on implementing windmill blade block
  • more work on windmill blades and control, mostly blades rendering
  • add a few recipes, textures, add per-type differences to power transmission/storage to torque conduits/dist/shaft blocks as well as flywheel controllers. adjust render size on waterwheel block.