Lex Manos
b7ad532ab5
Re-enable post initalize texture pack reloading to allow Icons to be registerd through any init phase.
2014-03-03 23:23:55 -08:00
Lex Manos
e8b60441cc
Reload game settings after mod loading is finished to capture mod keybindings. Closes #378
2014-02-22 20:59:25 -08:00
Christian
fa5f4c8842
Some argumentation
2014-02-08 22:41:02 -05:00
Christian
995c204338
Fix failing to load a world with missing mod blocks and items. There will be a way to force worlds to load
...
when stuff is missing, but for right now, it will fail as this is "world safe".
2014-02-08 22:37:40 -05:00
Christian
c890206268
Try and handle removal of mods a bit better. Currently no way to allow a world which has missing
...
blocks to load - but i have the code in place to allow it i think.
2014-02-08 12:18:34 -05:00
Christian
79b04898d4
And restore suppressions. ABRAR, DON'T TIDY CODE!!!!
2014-01-20 08:09:02 -05:00
Christian
9d2e089df6
Merge branch 'logging' of github.com:AbrarSyed/FML into abrar-borked
2014-01-20 08:06:45 -05:00
Christian
3d26f28bcf
Allow connection when server is apparently offline. Might allow :NOFML circumvention though. Hmmm. Closes #359
2014-01-20 07:46:17 -05:00
Christian
449ac98b77
SSP Worlds updating from 1.6 will now pop a warning message before loading, and will capture a timestamped
...
zip file in the minecraft dir before starting to load. Allows for people to test updates.
2014-01-18 22:25:35 -05:00
Lex Manos
444a7d7fa1
Move placement of single player world load hook to fix NPEs.
2014-01-18 13:05:18 -08:00
Christian
7c5d62704a
Make UniqueIdentifier final and add a hashCode. Closes #348
...
Clean up language registry. It can be used to access all translations of mods on client or server.
Auto loads from assets files.
2014-01-17 17:47:30 -05:00
Christian
53557dcd05
Put logging exception handlers on all channel inbounds. Fix problem with failure to login. Closes #350
2014-01-17 17:00:55 -05:00
Christian
9c96ca4402
Fire a custom packet channel registration/deregistration event, for any mods that care about that
...
kind of thing
2014-01-16 19:45:42 -05:00
Christian
a429e106dd
Fix bug with SSP, and hook so we can do confirmation of world loading, as well as other things
2014-01-16 18:15:45 -05:00
Christian
dd17979a2f
Fix bukkit connectivity issue.
2014-01-16 14:58:28 -05:00
Christian
5da6dcc7e3
Divert connection through FML, so we can deny connections to servers that don't want us
2014-01-13 13:47:18 -05:00
AbrarSyed
fc025a7b73
Logging Changes
2014-01-11 16:43:14 +00:00
Christian
d5bfd69e35
Fix problem with connecting to vanilla.
...
SHOW what's modded and what's vanilla in the list. Hooks that make the blocking work to come
2014-01-06 23:48:53 -05:00
Christian
fbc1f8f6f9
Config GUIs in the modlist now work.
2014-01-02 11:51:16 -05:00
Christian
cdd9d92a4f
Starting work on the actual GUI. Still work to do. Needs an API.
2014-01-01 00:57:24 -05:00
Christian
22ba6fda5e
Expose the nethandler in a few places, and pull out FMLEmbeddedChannel, exposing a utility method on it.
...
More to come.
2013-12-31 09:45:26 -05:00
Christian
061288909d
Fire simple network connect/disconnect gameevents.
2013-12-28 17:51:40 -05:00
Christian
268bbabee6
Fix handling world reloads when new stuffs are added
2013-12-26 12:42:40 -05:00
Christian
7d3b1250e8
Fix handshaking properly. Also, fix ID syncup. It now will completely freeze the idmap after preinit.
...
This frozen map is used to inject "new" stuff into existing serverside worlds. Interesting sideeffect: remote
servers lacking things will change the client, to also LACK ids for those things. watch for -1 ids in your remap
events. Note: idmaps should be considered temporary per server instance. SERVERSTOPPED will restore "startup" state,
as will client logout.
2013-12-24 00:47:10 -05:00
Christian
32561265fc
Ticks, Player events, keybindings, all migrated to the new event driven system.
2013-12-16 23:18:00 -05:00
Christian
557357fe17
Update for log4j2
2013-12-16 11:47:48 -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
fd36f50d82
Cleanups
2013-12-10 17:29:26 -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
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
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