Commit Graph
28 Commits
Author SHA1 Message Date
Christian 32561265fc Ticks, Player events, keybindings, all migrated to the new event driven system. 2013-12-16 23:18:00 -05:00
Christian 0b419ac79c Fire a user event down the channels when a handshake has occured. 2013-12-16 20:00:01 -05:00
Christian a2b324beb2 Copy eventhandler from Forge into FML. It is going to replace a lot of the runtime event systems. 2013-12-16 11:48:09 -05:00
Christian 557357fe17 Update for log4j2 2013-12-16 11:47:48 -05:00
Christian b852e30285 First functional release under reobfuscation. 2013-12-12 18:01:09 -05:00
Christian 7ea571f593 Fix AT, Fix exc. Almost works now! 2013-12-12 01:39:30 -05:00
Christian 009d4dee23 Fix the exc file. Fix the deobfremapper for handling inner classes. 2013-12-11 22:54:51 -05:00
Christian 3e278acb71 Fix stupid possible compiler error. 2013-12-11 20:17:08 -05:00
Christian d0d31d9575 SpawnAdjustment packet. Clean up stuffs. No more compile errors. 2013-12-11 19:29:52 -05:00
Christian ef492407ef Entity spawning works. 2013-12-11 18:46:25 -05:00
Christian cd417c6786 Fixed remote and local connections work with mods now. 2013-12-11 12:35:08 -05:00
Christian 89e4e483c2 Add in a remapping event for mods to consume. 2013-12-10 19:25:49 -05:00
Christian fd36f50d82 Cleanups 2013-12-10 17:29:26 -05:00
Christian 1d71c017f4 ID syncing. 2013-12-10 14:32:06 -05:00
Christian 2aaaeba15e ID loading from the server save now works. 2013-12-09 21:36:49 -05:00
Christian 9c96a0a10a More network stuff, partially done id syncing. 2013-12-09 01:22:24 -05:00
Christian f5c38e2359 OK, network channels appear to be working well for both dedi and integrated servers.
The beginnings of the new mod structure too.
2013-12-06 14:52:33 -05:00
Christian e544adba5c More cleanup. Bidirectional server <-> client network works for mods as well as FML|HS now. 2013-12-06 11:17:40 -05:00
Christian 58f7487cfa Check in patches. Add in some network timeout tweaking values so you can debug the network. 2013-12-06 08:07:09 -05:00
Christian 9f928963f2 A network design I like. It uses the netty embedded channel to allow mods to build channel pipelines on top of
custom payload packets.
2013-12-06 03:11:03 -05:00
Christian 38cec7a11f The basic network handshaking for FML is done. All scenarios seem to work. 2013-12-04 00:11:08 -05:00
Christian 30d532f4fc Pass 1: Most patches are restored.
NOTES: 1. Network is completely broken. 2. GameRegistry is partially broken. 3. ID sync is not in.
2013-12-02 23:48:26 -05:00
Christian c6a21d0d62 Merge branch '1.6.4' 2013-11-13 07:55:12 -05:00
Christian e19fcb8844 Kill more references to modloader. 2013-11-10 13:15:26 -05:00
Christian 0a62333890 Remove all public all the time from Minecraft. It is unnecessary with ModLoader gone. DEAL WITH IT. File AT public requests, make a coremod, whatever. This needed to die. 2013-11-10 12:01:26 -05:00
Christian e7512f13e4 Deprecation cleanup. Bye bye more modloader stuffs 2013-11-10 11:58:34 -05:00
Christian 4708d77c98 First pass : kill modloader, clean up warnings 2013-11-10 11:49:06 -05:00
Lex Manos b52eb6d699 Step 2: The Reformation 2013-11-09 14:28:53 -05:00