* First proof of concept pass
* Cleanup and fixes.
* Checkstyle
* Fix running.
* Updated
* Fix build
* Cleanup + fixes.
* Fix package
* and test package
* game-test -> gametest
* Fix exclusion
* Review feedback and fixes.
* Remove comment
* Review feedback.
* Don't set the game instance
* Fix
* Work around shadowed fields from super classes not getting remapped... dejavu anyone?
See: 2e359e933a (diff-0956caa3cd38a54f5910979f0cfd98198a93e4d585e111300f2f7ab7301ad122)
* Add mixin to exit with a non-zero exit code in case the test server fails to start.
* Enable JUnit XML report generation.
Co-authored-by: Sebastian Hartte <sebastian@hartte.de>
* Original fluid API design
* Rework the transaction system
* First javadoc pass
* Add a testmod, a base implementation for fluid storages and fix some little bugs
* Fix checkstyle
* Make Movement#move extract from the view and not the whole Storage
* Document and update FluidPreconditions
* Use for-each in CombinedStorage and document a little
* Remove useless overrides in Insertion/ExtractionOnlyStorage
* Move SnapshotParticipant#snapshots to the top of the class, and make updateSnapshots public
* Fix garbage collection of unused CauldronWrappers
* Use ArrayList directly
* Remove locking, reorganize transaction implementation, and add outer close callback
* Add more javadoc
* Rework Storage#forEach into Storage#iterator
* Add a few missing `transaction.addCloseCallback(iterator)`
* Add anyView(), exactView(), capacity() and isEmpty()
* Add Storage#iterable to make iteration friendlier to for loops
* Storages may now have multiple open iterators
Co-authored-by: Devan-Kerman <dev.sel20@gmail.com>
* Make CombinedStorage#supportsInsertion/Extraction iterate through the parts
* Block updates should be used when the supportsInsertion/Extraction status changes
* Fluid -> FluidKey
* Remove all references to ItemKey inside FluidKey, and other minor tweaks
* Cache FluidKeys with a null tag inside Fluid directly
* Fluid unit convention
* Add FluidKeyRendering and RenderHandler
* Bump version for more testing (also published to my maven)
* Add SingleViewIterator, massively reduce code duplication!
* Make API experimental, and add README
* Bump version
* Apparently Fluids.EMPTY is flowing
* Add package info
* Minor adjustements
* 1.17 port, cauldron support, add ResourceKey
* Checkstyle, gas rendering, use record for ResourceAmount
* Add a few helpers, rename some stuff
* Remove anyView, allow nullable in StorageUtil#find*, fix missing try block
* Slight findStoredResource cleanup
* Slightly improve implementation
* Bump version
* Fix wrong transaction
* I wrote in a comment that this could happen...
* Fix SingleFluidStorage bugs, add tests in the testmod, add testmod assets
* Add extract stick
* Rename a few things
* `ResourceKey<T>` -> `TransferKey<O>`
* `ResourceKey#getResource()` -> `TransferKey#getObject()` as resource is already widely used through the API for the keys themselves.
* `tag` -> `nbt`
* Add `get` prefixes to `StorageView` functions
* Bump version
* FluidKey -> FluidVariant
* Bump version
* Expand getVersion() documentation, make it thread-safe and use long.
Co-authored-by: Player <player@player.to>
* empty resource -> blank resource, and update SingleFluidStorage
Co-authored-by: Player <player@player.to>
* Make CauldronFluidContent a final class instead of a record.
Co-authored-by: Player <player@player.to>
* Get rid of CauldronFluidContent#minLevel (was always 1)
* Fix nested commits. (Thanks @warjort!)
* Separate Transaction and TransactionContext
Co-authored-by: Devan-Kerman <dev.sel20@gmail.com>
Co-authored-by: Player <player@player.to>
* Change WorldLocation into a private record
* Bump version
* Guard against exceptions thrown in close callbacks
* Make sure blank fluid variants don't have a tag
* Add documentation, make CauldronStorage clearer
Co-authored-by: frqnny <45723631+frqnny@users.noreply.github.com>
* Allow null storages in StorageUtil#move, and clarify sidedness of FluidStorage
* Add explicit hashCode and equals for transfer variants
* Remove ugly equals and hashCode overrides, and add constant time hashcode spec
Co-authored-by: Devan-Kerman <dev.sel20@gmail.com>
Co-authored-by: liach <liach@users.noreply.github.com>
Co-authored-by: Player <player@player.to>
Co-authored-by: frqnny <45723631+frqnny@users.noreply.github.com>
* fix#1273
* Expand testmod to test multipart and weighted models with FRAPI submodels
Co-authored-by: Technici4n <13494793+Technici4n@users.noreply.github.com>
* Add custom value denoting module lifecycles.
* Make the module validation work.
My hand has been forced - we must use buildSrc since JsonSlurper is not available in main buildscript.
* Apply task to each project and dont cross projects
* A horrible hack
* Wait what
* It works now.
* Not needed
* Drop unneeded maven repo, cache map lookup
(cherry picked from commit daa38b3d82)
* Update command api to use new non-tail constructor inject
This removes a redirect in fabric api and fixes the location of the command api's icon.
* Update lifecycle events for command-api-v1 testmod
This also moves use of deprecated `classifier` from AbstractArchiveTask to `archiveClassifier`
Also this moves loader to the Globals class.
This PR does not touch the individual modules since there are other PRs open which modify those.
* Ported 1.16.1 biomes-api-v1 to 1.16.2.
Public API changes:
- Removed flagging biomes as suitable for player spawns since that is now handled in the Biome Builder.
- Changed API over to RegistryKey's, not because it's necessary, but because it is more ergonomic since Vanilla Biomes in BuiltInBiomes are now all exposed as keys, rather than instances.
* Changed to CheaterCode's mixin for modifying the nether biomes, saving us one accessor.
* Move Bonanza
* Finished moving and updating of the module, added experimental markers.
* Adjusted experimental notes.
* Finished rename from biomes-v1 to biome-api-v1
* Reverted memory settings in preparation for loom-0.5