12 Commits
Author SHA1 Message Date
Christian 4f70d23d0e Fix dependency checking: you can depend on specific versions of FML 2012-09-07 19:08:28 -04:00
Christian b17dd3c695 Some tests 2012-08-26 22:23:05 -04:00
Christian 483667c919 Some functionality fixes for @Instance injection. 2012-08-26 10:55:55 -04:00
Christian 8bef512803 Versions now have two flavours: the @Mod(version) which is the "programmatic version" and
is used for all version relationship calculation. The "display version" as sourced from
mcmod.info is used for display purposes only and can be literally anything. Note: they fall back
to one another when they're missing, and to "1.0" if both are absent.

Also, changed @Instance. Now, you can inject *other* mods using @Instance as long as you depend
on them as a "before" or "dependency" relationship. Classes containing @Instance will only be
loaded if the Mod the @Instance refers is present. So you don't have to worry about runtime class
resolution.
2012-08-26 10:45:00 -04:00
Christian dd7d70d619 Fix up MCP merger - it definitely works now - the game runs and runs well.
Fix up a couple of small network related issues.
Fix up the server launching fml properly.
2012-08-10 10:03:33 -04:00
Christian b8aaed368b Fix up annotation parser to parse arrays and enums 2012-08-08 22:10:56 -04:00
Christian d8b92064d7 Bunch of hooks re-added : network is more complete now, lot of basemod cleanup, moving stuff into
the registry area
2012-08-06 22:30:13 -04:00
Christian 8e96e60179 Fix location of forge in common handler - also some tweaks to modloader and other stuff 2012-08-06 17:27:21 -04:00
LexManos a92da71c6b Fix MockBlock compile 2012-08-03 01:47:09 -07:00
Christian 3f491fa7cb Add in events for the method pre/init/post annotations so we can add in extra data during the event phase 2012-07-30 00:33:21 -04:00
Christian ae2039c65d A bunch more fixes for FML mods 2012-07-23 16:33:17 -02:30
Christian 276fccb170 Check in new fml mod work so far. Lots still to do. 2012-07-14 13:58:46 -04:00