* Create GameRule API
* Some tweaks
* gamerule -> game-rule
* Fix translation keys and update to 20w22a
* Command results and remove unnessecary factory method
* Update to 1.16-pre1
* Update fabric-game-rule-api-v1/src/main/java/net/fabricmc/fabric/api/gamerule/v1/FabricRuleTypeConsumer.java
Co-authored-by: liach <7806504+liach@users.noreply.github.com>
* I like final things
* Update to 1.16-pre3, change enum button style
* checkstyle
* use right min values
* Document ValidatableRule
* Document LiteralRule, clarify generics
* Update to 20w27a
* Rename some parts to compensate for future yarn renames.
Flatten some logic related to EnumRules
* forgot one
* javadoc galore
* finish javadoc
* Start things
* Update to 20w29a, drop float rule
* Make cycle naming more accurate
* Convert colors to hex
Co-authored-by: Erlend Åmdal <erlend@aamdal.com>
* Update to 20w30a
* imports again
Co-authored-by: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Prospector <6166773+Prospector@users.noreply.github.com>
Co-authored-by: Erlend Åmdal <erlend@aamdal.com>
* Decoupled effective checks and mining speed
* Fixed typo
* Bump major for method sig change
* Fix semvar
* Re-add original API method
* Extend test mod
* Fix bug discovered by testing
* Change current to vanillaResult, update doc for postProcessMiningSpeed
* Remove </p> tag
* Add vanilla tests and rename vars
rendering flat-shaded quads. Use the cull-face (if present)
to determine where the light-value is being sampled from,
and use the light-face to apply diffuse lighting.
Also do not force the light-face to be set to the cull-face,
since some blocks use faces where these are both set and different
(see the insides of a Cauldron for example).
* Make Indigo more closely aligned with vanilla's behavior when
rendering flat-shaded quads. Use the cull-face (if present)
to determine where the light-value is being sampled from,
and use the light-face to apply diffuse lighting.
* Bump Indigo version to 0.3.4
* Add a few new server lifecycle events
Server starting, Load World, Before server resource reload, After server resource reload
* Save event
* Split world load into ServerWorldEvents, add failure event for data pack reload
* cause
* Merge fail and regular end.
* Present tense lol
* So we can just plainly specify the system properties
* use handleAsync instead
* 20w28a biome module fixes
* update version to 0.3.0
* major version bump to 1.0.0
* Update mappings
* Fix nether biome test's
* Fix nether biome's on the server
Closes https://github.com/FabricMC/fabric/issues/861
* Accessor name changes
Co-authored-by: modmuss50 <modmuss50@gmail.com>
* Lifecycle Events V1 (1.16)
Now includes Chunk and (Block)Entity (un)load events
(cherry picked from commit 82b372873fd930dd07768331f7b70f6f9d3d441d)
* Move around code to work on 1.16
* Checkstyle
* Remove primary server getters
(cherry picked from commit c84f36209d)
* IJ DO YOU SPEAK RESOLVING IMPORTS
* Prune the tests that shouldn't exist
(cherry picked from commit a5112223ca)
* Listen here checkstyle you bugger
* Split up events to individual interfaces. Make Chunk events use WorldChunk instead.
(cherry picked from commit 3431c0d894)
The lower methods in the class are commented with their categories:
`FABRIC DELEGATE WRAPPERS` for additional methods to allow editing fields not actually exposed in vanilla.
`FABRIC HELPERS` for methods to handle things like mining levels.
Per these two categories, the new method does not belong in `FABRIC HELPERS` and has been moved accordingly