Age | Commit message (Collapse) | Author |
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* ForgeDirection
Also refactor the clusterfuck that was `getCoordinateScan`
Co-authored by: Jason Mitchell <mitchej@gmail.com>
* Fix rendering of Frame Boxes
Frame boxes needed their own implementation of getTexture with int connexion mask,
which is returning an error texture for the MetaTileEntity, because pipes (FrameBox
**is** a pipe) do use this method to return different textures based on connexion
status.
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Co-authored-by: Léa Gris <lea.gris@noiraude.net>
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* complex controller start
* Added methods to get input fluids and items
* Added logic to complex parallel mute
* Added ACR and fixed many, many, many, many bugs
* Added void protection setting to checkRecipe
* do not init nbt, if mteID and mteRegistry are the same
* Improved GUI design
* Force structure check when pressing power switch
* ACR Textures
* Added T1 structure
* Added perfect OC
* Added WAILA
* fix mutes resetting their nbt
* Fix ACR GUI
* fix npe
* Added void protection for MuTEs
* Fixed ACR starting recipe while another one is ongoing
* nbt saving
* maybe fix structure breaking
* Fix complex machine disabling on startup
* correctly update input tanks
* move casings over
* Changed logic of casings to change mode and facing in one go by sneaking
* Fixed the casing target not resetting
* Added side only annotations
* don't leave it empty
* Added power logic and tiered blocks to ACR
* Change facing to wrench side if casing mode is currently none
* lasers anyone?
* Added ACR item chaining
* Remove unncessary item lists
* Use HashSet for process whitelists
* Optimize list capacities
* Fix potential recipe voiding bug
* Rename methods for consistancy
* Fix NPE
* Duct tape fix structure check
* allow MuTEs to connect to cables
* Added separate tank inventories for input separation (#1887)
* Fixed unregistering tank function
* Fixed input busses not being automatable
* Added fluid chaining
* Fixed saving of input tanks
* Forbid inventory registering with empty name
* Display all input tanks in controller GUI
* Fixed fluid hatch GUI height
* Reset casing lists when checking the structure
* Make inventory GUI size consistant
* Make use of the tooltip cache
* rename thing clean up
* Forgot to put tooltip into map
* Added tooltip to ACR
* Reset whitelists when one whitelist window was opened
* Refined scanner string
* Fixed progress times
* Fixed MuTE not consuming fluids
* Properly register controller inventories
* switch to ForgeDirection
* switch to new Renderer
* Added missing contains check on registerInventory
* Fixed output tanks not registering
* Fixed upgrade tank loading
* fix machines not having active/inactive textures
* fix overlays not loading correctly
* Don't register controller directly
* Remove magic strings all
* fix active not setting to inactive
* allow glow
* item renderer
* fix glow
* MuTE improved hatch GUI and fluid output locking (#1889)
* Allow output hatches to be fluid locked
* Reworked hatch GUI
* Check target before trying to open GUI
* Make ACR GUI easier to look at
* fix covers not rendering on mutes
* fix covers not displaying above the item/fluid in/out
* new folder texture structure
* Reduce network traffic caused by covers
* Fixed WAILA fluid locking display
* Don't save everything to the itemstack NBT
* Added possibility to save NBT of MuTE to its itemstack
* fix textures, but make sacrifices
* mah textures
* Removed the need for all textures to be present
* Added glow texture for active coke oven
* Removed unncesssary upgrade casing textures
* shorten nbt tags
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Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
Co-authored-by: Martin Robertz <dream-master@gmx.net>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* Enable Jabel&Generic injection, fix type error caused by this
* add missing <>
* Infer generic types automatically
* Parametrize cast types
* Use enhanced for loops
* Unnecessary boxing
* Unnecessary unboxing
* Use Objects.equals
* Explicit type can be replaced with `<>`
* Collapse identical catch blocks
* Add SafeVarargs where applicable
* Anonymous type can be replaced with lambda
* Use List.sort directly
* Lambda can be a method reference
* Statement lambda can be an expression lambda
* Use string switches
* Instanceof pattern matching
* Text block can be used
* Migrate to enhanced switch
* Java style array declarations
* Unnecessary toString()
* More unnecessary String conversions
* Unnecessary modifiers
* Unnecessary semicolons
* Fix duplicate conditions
* Extract common code from if branches
* Replace switches with ifs for 1-2 cases
* Inner class may be static
* Minor performance issues
* Replace string appending in loops with string builders
* Fix IntelliJ using the wrong empty list method
* Use Long.compare
* Generic arguments: getSubItems
* Generic arguments: getSubBlocks
* Raw types warnings
* Fix remaining missing generics
* Too weak variable type leads to unnecessary cast
* Redundant type casts
* Redundant array length check
* Redundant vararg arrays
* Manual min/max implementations
* A couple missed inspections
* Goodbye explosion power ternary ladder
* Apply spotless
* Get rid of the other two big ternary ladders
* Binary search explosion power
* Don't overcomplicate things
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many other things (#1823)
* update bs 2
* fuel consumption and energy implementation. clean up
* don't register XD
* some clean up
* coke oven work
* semi-working coke oven
somehow i broke the activating of the multiblock
* power logic
* PowerLogic
* clean up, saving loading nbt
* small cleanup and pollution
* pollution working :P
* Energy mostly working, wallsharing
* processing logic
* fix npe and deregister
* review requests
* missed one
* remove extra 0
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MTE Inventory Upgrade
* inventories saved to nbt in controller
* bump up ModularUI to fix labels
* inventory renaming
* fix inventories not syncing
* more nbt saving and loading
* unregister inventory on block break
* example of a block being made from the same class
* clear UpgradeCasing list every structure check
* fix inventory halving to 0
* sync inventory name for upgrade block
* switch to its own method of sending client data
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Co-authored-by: Jason Mitchell <mitchej+github@gmail.com>
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* MTE Inventory updates
* Separate Input/Output inventory
* Use a LinkedHashMap to ensure inventory orders are deterministic
* Input/Output work on either Input/Output inventories
* MTE Inventory
* Add GT_Packet_MultiTileEntity
* More dyanmic packet with packetFeatures
* Add IMTE_HasModes for MultiBlockPart
* Help with MTE Inventory (#1613)
* convert inventory to use ItemStackHandler
* Update MUI
* inventories
* move Iteminventory to its own method
Co-authored-by: miozune <miozune@gmail.com>
* Update MUI
* Update MUI
* Add IMultiBlockPart
* Mte fluid inventory (#1639)
* first work on fluid inventory
* make gui work with numbers not dividable by 4
* use math.min
* add outputfluids saving
* actually working
* Update MUI
Co-authored-by: miozune <miozune@gmail.com>
* Ticking Covers!
* Parts now register covers with the controller
* Controllers now tick covers on parts
* Break cover ticking out into `tickCoverAtSide`
Fix some inventory methods on MultiBlockController
* Filter on tickable covers
* Improve GUIs for MTEs (#1650)
* working controller GUI
* locked inventory selection work
* input and output locking of inventories
Co-authored-by: miozune <miozune@gmail.com>
* spotless
* CoverInfo refactor (#1654)
* Add `CoverInfo` and deprecate the old fields to hold cover information
* Disable MTE registration
* Fix NPE - Return EMPTY_INFO for SIDE_UNKNOWN
Temporarily add back old NBT saving in case of a revert so covers aren't lost.
* Actually save the old NBT data, instead of empty
Co-authored-by: BlueWeabo <76872108+BlueWeabo@users.noreply.github.com>
Co-authored-by: miozune <miozune@gmail.com>
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* Base work for ModularUI compat
* Remove useless interface
* Add almost all the widgets
* Invert method
* Refactor NEI stack placement positions
* NEI handlers on ModularUI
* Add some more docs
* AdvDebugStructureWriter
* Fix NEI progressbar not working
* PrimitiveBlastFurnace
* clean
* derp
* clean
* spotlessApply
* Boilers
* Buffers
* clean
* N by N slots containers
* Fix boilers not having bucket interaction
Put opening UI to individual MetaTEs
* Maintenance Hatch
* clean
* spotlessApply
* Add dependency
* IndustrialApiary
* Adapt to ModularUI change
* Base work for covers & fix crash with MP
* Fix crash with server
* Rewrite base work for covers
* Send initial cover data on cover GUI open
so that the time of showing incorrect data will be eliminated
* Covers part 1
* Rename package: ModularUI -> modularui
* Rename class: GT_UIInfo -> GT_UIInfos
* Fix build
* Covers part2
* Fix missing client check with tile UI & fix title overlap
* CoverTabLine
* Move cover window creators to inner class
* Fix crash with null base TE
* Close GUI when tile is broken
* Color cover window with tile colorization
* Change signature of addUIWidgets
* FluidFilter cover, FluidDisplaySlotWidget, BasicTank, BasicGenerator, Output Hatch, MicrowaveEnergyTransmitter, Teleporter, DigitalChest, DigitalTank
* Add title tab
* Move package: modularui -> modularui/widget
* Programmed circuit + IConfigurationCircuitSupport
* clean
* VolumetricFlask
* Remove integrated circuit overlay from recipe input slots
* Input Hatch & Quadruple Input Hatch
* Multiblock
* Deprecate old cover GUI
* BasicMachines
* Finish BasicMachine & NEI
* Expand DTPF NEI to 9 slots
* Fix ME input bus on MP
* Move AESlotWidget to public class
* Move GT_Recipe_Map constructors with mNEIUnificateOutput to setter method
* Move SteamTexture.Variant to outer enum
* Switch to remote repository
* oops
* Update MUI
* Update MUI
* Minor refactor for change amount buttons
* Display items and fluids that exceed usual count
* blah
* use +=, why didn't I do this
* Update MUI
* Move ModularUI to Base (#1510)
* Move ModularUI to Base
* Move most of the ModularUI functionality to `BaseTileEntity` (and `CoverableTileEntity`)
* `CommonMetaTileEntity` delegates ato the MetaTileEntity
* Added several interfaces (with defaults) to indicate if a tile/metatile override/implement certain behaviors.
* Moved `IConfigurationCircuitSupport` interface such that it will work with BaseTileEntity or a MetaTileEntity
* Address reviews
Co-authored-by: miozune <miozune@gmail.com>
* Update MUI
* Minor changes to NEI
* Return :facepalm:
* IGetTabIconSet override
* Some more changes to NEI
* Merge texture getter interfaces to new class GUITextureSet
* Remove BBF structure picture as it's auto-buildable now
* Make unified title tab style of texture angular
* Expose some boiler texture getters for addon
* Fix crash with cover GUI on pipe
* Lower the number of recipe per page for DTPF & update MUI
* Update MUI
* Fix crash with middle-clicking slot on circuit selection GUI
* Fix circuit selection window not syncing item from base machine
* Merge GT_NEI_AssLineHandler into GT_NEI_DefaultHandler
* Update MUI
* Add in TecTech multi message
* Allow changing the way of binding player inventory
* Update MUI
* Update MUI
* Update MUI
* Update MUI
* Update MUI
* Make MUI non-transitive to allow addons to use their own version
* Force enable mixin
* Format fluid amount tooltip
* Add GUITextureSet.STEAM
* Add guard against null ModularWindow creation
* Add constructors for Muffler Hatch with inventory
* Fix output slot on digital chest and tank allowing insertion
* Don't log null ModularWindow
* Add default implementation for IHasWorldObjectAndCoords#openGUI
* Make openGTTileEntityUI accept MultiTE & cleanup
Co-authored-by: Jason Mitchell <mitchej@gmail.com>
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* fix GT_Packet_SetLockedFluid not setting lock mode
also fixed drag and drop from NEI handler got called when drag and drop from main inventory
* fix lockFluid overwriting mMode == 8
* add markDirty() call
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* merge in ASM-ed in changes from gt++
* Spotless apply for branch gtpp-asm-merge for #1339 (#1340)
Co-authored-by: Glease <4586901+Glease@users.noreply.github.com>
Co-authored-by: GitHub GTNH Actions <>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
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* Add Drag-And-Drop support for digital tank
* lockedFluidName is null in old save
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* Update dependencies
* Update buildscript, apply spotless
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* Refactored built-in integrated circuit support
Added built-in integrated circuit to input buses
* fix spacing
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types (#1271)
* ME input bus, gives the multiblock direct access to the 16 selected item types
* Reworked GUI to match the normal interface
* Don't need to duplicate shadow slots
Sync can (better) be done in `endRecipeProcessing`, in case some multi doesn't call `updateSlots` or does it at the wrong time
* Clarify name, to distinguish from the (future) Buffering and Crafting buses
* Make the GUI 4x4 again
* Make the 4x4 GUI actually work
* Make ghost item show item amount
* Remove unimplemented code remnants
Co-authored-by: Sampsa <sampo.vanninen@aalto.fi>
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* Refactors
* Refactor CoverableTileEntity a bit more, pull out a CommonMetaTileEntity
* Add an IDebugableTileEntity interface instead of checking various subclasses
* Move more redstone related things to CoverableTileEntity
* Add IGTENet
* Final and dead code removal
* Address a few comments, fix a few comments, remove some more dead code, and add some more finals.
* fix bad rebase
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* initial work on facade covers
* fix colorMultiplier
also removed derp
* Clean up drop cover texture reset code
What was I thinking actually? Send a packet to reset client states?
* Fix cover display stack
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* Add network support for chanining GT Tile GUIs
* Implemented Cover Tabs for IGregTechTileEntity
See GTNewHorizons/GT-New-Horizons-Modpack#9367 for details
* Added IGuiIcon
For easier addon extensibility of GT_GuiIcon
Also fixed Ghost Circuit tab tooltip overlapping right-side cover tabs
* Typo fix
* Fixed unintended scala import
* Tabs -> Spaces on the files I've touched
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* Allow drag and drop from NEI to set output hatch locking
also cleaned up the output hatch networking code
* Add not locked indicator
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Default to false
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also fixed some issue with basic machine gui introduced in 9d42b299def1c41bbc7a1f01efe445be28f54399
also retrofitted volumetric flask to use the new INetworkUpdatableItem and GT_Packet_UpdateItem, deprecating MessageSetFlaskCapacity in the meanwhile.
To open the gui for machine, shift-left-click the circuit slot
To open the gui for circuit, click any block (need to be sneaking if it's chest, furnace, etc) with the circuit held in hand.
Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
Co-authored-by: Glease <4586901+Glease@users.noreply.github.com>
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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Signed-off-by: Glease <4586901+Glease@users.noreply.github.com>
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git and diff tools will complain if text file does not end with a newline.
Fixed all text files in the repository with Linux bash shell:
```sh
git ls-files -z |
while IFS= read -rd '' f; do
mime="$(file --brief --mime "$f")";
if [ -z "${mime##text/*}" ]; then
tail -c1 "$f" |
read -r _ || printf '\n' >>"$f";
fi;
done
```
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* Rework clientside pollution
* Pollution rework
* removed debug
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allows for more textures to be added for casing, with extra byte of data for paging.
Just change the value of mTexturePage at the same time you change mMachineBlock.
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This reverts commit 3274784db6f35e858ee408e1e35aac3a2afe1213.
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allows for more textures to be added for casing, with extra byte of data for paging.
Just change the value of mTexturePage at the same time you change mMachineBlock.
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