Highly untested and may break world
Current release unspecified
- Added concrete recipes
- Fixed spike recipes
- Fixed missile GUI scale for tier 2 and 3
- Split missiles into seperate files per tier
- Fixed translation split for tooltips
- Fixed signal disrupter tool tip not showing non-functional state
- Fixed potential inf loop in TileMulti
- Fixed placement check
- Implemented placement check for launcher base
- More clean and docs on last
- Cleanup/Documented BlastChemical
- Fixed gas particle effect running with wrong time unit
Was running at 8 ticks rather than 100 ticks. This was due to mixup with params while rewriting the effect. In which the old code passed in distance (8) rathern than particle age (100).
- Implemented crude gas particle for chemical missiles
- Documented push/pull code
- Fixed repulsive and attactive not moving entities
Was an issue with the bounding box being invalid when created. Would not alwasy break but would break often near the bottom of the map.
- Fixed Anti-Missile not working in general
Fixed anti-missile expoding in silo when it had no target
Fixed anti-missile exploding any time it lost its target. It will now keep flying
Disabled explosion generated on impact of anti-missile. Felt unneeded and will be replaced by the item dropping if it failed to kill a target.
Fixed radar triggering on anti-missiles
Fixed anti-missiles killing each other
- Adjusted cluster spawn to alternate distance and randomize on target
Should give a less uniform distribution of the missiles. Making them feel more enjoyable for gameplay by not producing the same results each fire.
- Minor API change, Finished getting cluster missile working
Cluster missile now fires missiles correctly but will need more dev love later. Mainly to improve spawning to prevent glitching through walls. As well to improve graphics so spawning is not instant but time based. In which the missile should spawn from the core and move outwards before firing its engine.
Also with this I added a new flight mode called DEAD_AIM. Which should be used for missiles with no guidance at all. Additional to this I added code to set the flight path of the missile in a strait line based on a target point.
- Cluster missile works again
Math is not correct nor is the impact point. However, the spawned missiles do spread out and impact the ground. The issue is the launcher pad version is failing to spread. As well the hand held fire version is missing the target and arking up after being spawned.
- Worked on cluster (Completely broken)
Pushing code to save this point with the bug. That way I can come back to see how it works after fixing it.
- Reworked a few IMissile API calls to make more sense
API is poorly designed and will need a lot of love to get working.
- Renamed targetVector to targetPos
- Fixed some missiles types not firing in creative mode
- Removed missile explosion collider check from getCollider call
- Fixed creeper EMP effect placing fire
Need to rework the call to use the data manager later
- IDEA derp
Clicked build earlier and it said no errors -.-
- Added capability attachment for creeper and entity item
Basicily added the event call to attach the two objects to there respective entity. As well implemented any missing code required.
- Added emp cap for wrapping calls to EntityItem's ItemStack
- Added support for item inventories to EMP
- Implemented new energy system wrapper
- Created new wrapper handler for EnergySystem
Replaced old universal energy system. Has a much smaller foot print and should be easier to update.
- Removed old universal energy system
Will rewrite rather than update
- Reworked EMP to use capability, Added capabilities to replace some old usage, Moved missile class
New system will use capabilities for any and all edge cases save base usage and inventories.
- Replaced old EMP system with capability driven system
- Changed explosive.ex package to explosive.handlers package
- Cleaned up and depricated parts of API, Merged RE folder into API folder, Removed toPos() from IWorldPosition
Removed any unused API class in order to cleanup and understand what was needed.
Merged Resonant Engine API folder into ICBM API folder to reduce clutter.
Removed toLocation() and toPos() from IWorldPosition to reduce issues using API objects in other mods.
Starts on EMP events and working on cleaning up some functionality.
- Toyed around with redmatter render code
- Add more missile configs
- Removed unused GUI textures
- Removed unused textures (barbed wire & sentry base)
- Updated grenade textures by (Archadia aka Kroma)
- Changed launcher delay from 100 ticks to per tier (100, 80, 60)
- Fixed laser detonator not linking to screen
- Fixed state placement
- Fixed NPE when breaking multi tile
- Fixed render distance, Fixed #85
- Fixed missile scale
- Decreased launcher power need and added power configs
Configs will need translation keys added later
- Implemented config annotations
- Added config to disable power checks
- Added inventory handling for capabilities, Fixed multiblock crashing on world load
Crash was due to multi-block being created on TileEntity#onLoad(). Seems this is a bad idea to generate new tiles as it causes a concurent mod error. Which makes sense as the world is currently adding tiles.
- Added capability transfer for frame and base
Will try to get capabilities from frame to base, and from base to screen. This allows power transfer and inventory support when added.
- Added early coded to handle capabilities for the multiblock
- Added checks to kill multiblock if no host
- Enabled multi-blocks, Fixed a few minor issues
- fix gradle scripts and add .okhttpcache/ to .gitignore
- Switch out getFront() with getDirectionVec() for Pos(EnumFacing)
- remove VE Dependency from build.gradle, Update scripts to new format
- Version 3.0.0
- Fixed #90 missing server proxy
Minor issue, neglected to update the proxy data when I removed the server proxy class
- Removed hard dep on coding lib
- More boiling down work
- Moved VE packages into ICBM, Boiled away more unused code
- Removed IPosWorld usage
Tired of having two versions
- Fixed GUI translation keys
- Fixed rotation of tier 2 launcher
- Added tier 2 & 3 screen model, Fixed tier 2 launcher item rotation
- Added spike recipes
- Fixed tiering data, Implemented support frame item render
- Implemented screen item render, Started on support frame item render
- Fixed config crash for exothermic
- Extract inner classs out of BlockICBM to make code cleaner
- Fixed localizations
- Tier 2 & 3 launcher base models plus item render
- Started working on launcher item renders
- Implemented item render for radar station
- Fixed server side crash due to loading model domain on wrong side
- Sync
- Removed dep OC check
- Temp removed version injection for VE
Somethings wrong and I don't have time to toy with it. For the moment it will be disabled until a time it can be fixed.
- Should fix VE maven path
- Changed version # to include MC #
This should improve traceablity between versions and reduce overlap.