Age | Commit message (Collapse) | Author |
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> All rotors were using the Iridium texture when placed.
> Vibrant rotor wasn't using the correct item name. Was ItemVibrantRotor now itemVibrantRotor.
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% Changed internal handling of Rotors to better support them.
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+ Added Framework for adding in future Windmill rotors.
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<SomeGuyInATree> Anyone here knowledgeable in GL? Not sure why this breaks context and fills my log with errors. http://pastebin.com/1NeNdvaB
<mezz> what's the error?
<SomeGuyInATree> http://pastebin.com/WSnPVSNf
<mezz> dunno, talk to psychedelicraft
<SomeGuyInATree> It's not related, because the same thing happens without it.
<mezz> it doesn't look like something you've caused
<mezz> can I see that log then?
<SomeGuyInATree> Client locks up when opening GUI, spams log with that if PC is installed, or locks without (Assume the same thing happens but isn't logged)
<mezz> that's not the same thing happening
<SomeGuyInATree> PC adds shaders, so I assume it has logging for when it itself breaks them/gl.
<mezz> seems like it's from a super class
<mezz> yours is too basic, no GL calls at all
<SomeGuyInATree> Loading Eclipse and whatnot. Lemme get you a log without PC
<mezz> this file does not look very goodd https://github.com/draknyte1/GT5-Unofficial-Ex/blob/master/src/main/java/gregtech/api/gui/GT_GUIContainer.java
<mezz> if something in drawScreen crashes and is caught, the GL state could not be reset back to normal
<mezz> catching throwable is also bad practice
<mezz> since (like now) you will have no idea what's happening
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% Rewrote Centrifuge GUI/Container workings.
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= It now requires a turbine rotor of any size/metal in it. (It doesn't take damage)
+ Separate GUI/Container classes for the Industrial Centrifuge.
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% Think I broke Multiblock machines somehow.
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% Trying to fix texture overrides, but my array math is always bad. (Sorry)
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+ Started work on a new GUI handler based off others, featuring dynamic ID ranges. (Internal code changes)
- Removed a very old GUI handler class, left the current one until the new one is done.
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- Removed Old Builds
% Updated mcmod.info
+ Added latest Build
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+ Bumped Build version.
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$ Fixed a creative tab icon not rendering properly
+ Added the latest recommended build
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% Changed a few things internally
? Maybe fixed the mcmod.info file
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+Added in a new Bee Frame - The Mutagenic Frame.
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%Improved Growthcraft Booze handling
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being in its own.
%Renamed intermod package to xmod.
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Should fix a few other fluid issues now with the new getFluidStack() method.
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$Fixed TF Recipes for GT Machines.
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All fluids should now have valid textures or textures missing within the <MiscUtils> domain.
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+Custom Jack Daniels Brewing Recipes for Growthcraft and Psychedelicraft.
$Fixed a weird texture overwrite (Electric Blast Furnace & Large Bronze Boiler)
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+First attempt at adding an Alveary block for Forestry
As always, Used authors code to implement it the cleanest way possible. (Sorry if you don't like it, but feel free to offer PR's with better solutions)
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+Added Blazing Pyrotheum
+Added Gelid Cryotheum
+Added Blizz Rods
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Didn't bump version, please redownload.
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+Added Version log on startup.
+Bumped Build version and the latest release is available.
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+Added A complete set of Machine components up to MAX voltage along with recipes.
+Started Initial work on multiblock items (Similar to the turbine rotor needed in Large turbines)
+Added better support for future recipe additions.
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+Added LuV -> Max Voltage Machine components.
+Added Rocket Engines, High tier diesel generators.
+Added new textures for everything.
+Added BedLocator_Base.java - Debug item for testing and NBT data storage.
+Added Machine_Charger.java - Another Debug machine for testing NBT value manipulation.
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Does it ever end?
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~Just trying to clean up the entire codebase for future projects.
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~Recipe Handler now works in two segments, loading recipes as normal during Init and then from a queue during postInit.
~Queue should be populated throughout the mods init/preInit phases, so that they're not removed during recipe removal.
~Made more changes to the NFHG, not sure if I broke it more or not.. but it works, kinda.
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Also did some more refactoring beforehand.
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~Tried some code clean-up on the Helium generator.
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~Cleaned up a handful of classes (ModItems.java, RECIPES_Machines.java, Utils.java & UtilsItems.java)
+Added a handful of DEBUG classes (To resolve multiblock shaping issues)
+Added GregtechMetaTileEntityIndustrialPlatePress.java
+Added textures for itemStickyRubber, itemIngotBatteryAlloy & itemPlateBatteryAlloy.
+Added a basic wrapper for direct MineTweaker script usage (Ultra W.I.P.)
>This will probably be changed to preload .zs scripts, regex and handle appropriately, but undecided.
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+Going to create a new one though.
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+Rewrote portions of the HG from scratch
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