Highly untested and may break world
Current release unspecified
- Update ru_RU.lang
- thaumcraft-intergrated translation done
- fixed typos and grammar
- Update ru_RU.lang
- Missing thaumcraft-integrated translation
- Probably wrong width in Controller GUI
- Added save/load of door ID
- Fixed silo door not getting a multi-block
- Fixed item door not registering as a render
- Fixed stack listener removing items from creative tab
- Moved listeners, Implemented handling for item/tile JSON render keys
- More work on silo door json handling
- Listener to auto handle door render bounds
- Listener to handle creative tab item generation
- Added door to creative tab
- Ported over json data to new system
- Cleanup and started implementing json for doors
- Created JSON system for loading door data
- Not sure if needed but looked out of place
- Added missile firing delay for silo/launcher
- Fixed missiles auto firing
Ya a derp
- Fixed launcher/silo save & load, Added silo door handling for launcher/silo
- Fixed desync causing door tile to alterate
Server and client were fighting on who had the right tile. This was mainly an issue with the tile only being set client side. While the TileMulti was still sending desc() packets to the client. When it did so it would reset the render shortly. To fix this the sync check is now run on both sides often.
- Finished filler blocks, Added customization of render blocks
Will need small adjustments as there is some z-fighting near the piston pocket of the model.
- Worked on filler around silo door
Filler uses the new VE render data for multiblock.
- Added collision check and speed up door speed
- Fixed GUI item render for door
- Added door opening and closing
- Add small missile silo door by Starseeker
Still needs logic code and a texture
- Implement Proxy's Explosive
- Fixed null check derp
- Improved warhead unit tests
Will build on these later for other modules. Right now this should cover checks for save/load failures of the warhead module.
- Fixed NPE with engine fluid tanks
- Fixed module loading problems
- Started work on new glass ball explosive
- Fixed #303
Complete neglected to do this, but its fixed now
- 2.15.5
- Reworked module instance creation process
Module items now build the module instance and no longer use reflection in the process. Builders now use the IModuleItem#getModule(ItemStack) to allow easier handling of the process.
- remove githash from jar attributes
- removed old dupe grgit code from build.gradle
- fix missing grgit dependency in build.gradle
- Fixed #311 Coal Engine recipe NPE due to missing engine module
Part of the fix was in the previous commit involving changing how modules were built. As well I cleaned up and documented the code for the recipe.
- Cleaned up and deprecated MissileModuleBuilder
Going to replace this with a registery system globally used by all module systems. Will work like Forge's registry system in 1.12 and use an event instead of a registry method. This is being done to cleanup the code, reduce redudancy, and make it easier to use over all.
- Scaled firework with size
- Added firework blast
Will need more work to be usable for anything more than quick laugh
- Disabled trigger slot in warhead station until its implemented
- Simplified warhead build method
- FIxed micro missile warhead recipe not being registered
- Fixed rockets not being craftable with engines
- Gift boxes
- Fixed placement issues with crashed missiles, Displayed gravity code for crashed missile
- Fixed registering empty spawn eggs explosives
- Sync?
- Fixed #310, launcher firing client only packet on server
- Updated wrappers, Updated GUIs
- 2.15.4
- Fixed missing creative tab data on items
- Changed EMP item size from 1 to 10 to reflect changes in VE
- update VE version
- Changes to VE API for registering items
- Changed in ID method
- Updated file: gradle.properties
- Sync
- Remove grid crafting of inserting explosives into warheads
- Updated ore blasts for removal of ore class file in VE
- update VE version
- Added debug display to test fragment render, Added 3D item rendering to fragments
- Added support for items as fragements, Added sword fragment
Render for items will need massively improved but it works
- Created cow with missile launcher for lolz
- Fixed recipes, Added missing explosive item textures, Added missing translations
- Fixed NPE during world load caused by packet trigger during set inventory
- Fixed NPE when render rocket smoke
- Fixed warhead crafting running in automatic mode always
- Disabled old small crafter
- Fixed small missile autocrafter
- Rewrote ore puller explosive to work in a cube area ignoreing y level
- Removed debug
- update changelog plugin
- Updated to latest VoltzEngine
- Changed launcher to use direction and block pos
- Fixed duplication when destroying a frame as part of the launcher
- Improved messages for launcher creation and failure
- Implemented icon for medium missiles
- Transitioned creative tab to using registry names
Pre-work for moving to JSON creative tabs