2.2.62-beta-MC1710-test
Pre-release
Pre-release
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.