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Commits on Aug 26, 2018

  1. GPLv3 headers.

    Time for java template?
    asofold committed Aug 26, 2018
  2. Dragon egg.

    asofold committed Aug 26, 2018
  3. Deop.

    asofold committed Aug 26, 2018

Commits on Aug 25, 2018

  1. Add GPLv3 header.

    asofold committed Aug 25, 2018
  2. Add end rod (1.13).

    asofold committed Aug 25, 2018

Commits on Aug 24, 2018

  1. 1.13 - add more blocks.

    asofold committed Aug 24, 2018
  2. Fixes for 1.12.2.

    asofold committed Aug 24, 2018
  3. More blocks added, adjustments for initialization.

    Chests are treated as single chests always, so there is a little
    potential for interaction getting through (blockinteract.visible).
    
    Snow is just treated as before, data-based height adjustment (to be
    added as a model, as Bukkit supports getting the level in a generic way,
    same for water).
    asofold committed Aug 24, 2018

Commits on Aug 23, 2018

  1. Add missing GPLv3 headers.

    asofold committed Aug 23, 2018
  2. Oops.

    asofold committed Aug 23, 2018

Commits on Aug 22, 2018

  1. Add shulker boxes and (leveled) snow.

    Leveled one block height could be done in a generic way via Bukkit, once
    needed.
    asofold committed Aug 22, 2018
  2. Add fence gate.

    asofold committed Aug 22, 2018
  3. Fences / coblestone wall.

    asofold committed Aug 22, 2018
  4. Add BukkitThinFence. Remove unneeded flag.

    (Configurability is another step.)
    asofold committed Aug 22, 2018

Commits on Aug 21, 2018

  1. [BLEEDING][BREAKING] Swift way in to Bukkit shape models (slabs first).

    Remains warnings, registry debugging output without checking config.
    asofold committed Aug 21, 2018

Commits on Aug 20, 2018

  1. Adjustments and fixes for BlockProperties.

    * Reinstate itchy blocks being processed at all (MCAccessBukkit).
    * Refine block dump: add non-air blocks with no flags set to missing.
    * Adjust/re-add/alter various flags.
    asofold committed Aug 20, 2018
  2. More smart block setup (first batch).

    * Initialize fully solid (in terms of shape + passable) blocks
    explicitly with full bounds and solid flags.
    * Use MaterialUtil#addBlocks and BridgeMaterial#getAllBlocks where
    appropriate.
    * MCAccessBukkit(Base): don't touch fully solid nor fully passable ones.
    asofold committed Aug 20, 2018
  3. Don't use Material.GRASS.

    asofold committed Aug 20, 2018
  4. [BLEEDING][BREAKING] MC 1.13 Material changes, first batch.

    First batch:
    * Initialize blocks somehow, so no errors nor missing blocks happen
    during startup.
    
    Possibly Missing:
    * There might be references of removed/renamed material (blocks/items)
    throughout the code.
    * Some blocks may behave different now/then.
    
    Missing:
    * Block#getData may not reflect (all?) properties anymore.
    * Block shape getting is missing. Block shapes are now (potentially)
    more complex to process. Concept might be to keep a double array for the
    rough bounds, and add an (optional +- null) array of arrays for sub
    shapes, if present (IBlockCacheNode). So a first rough update is more
    simple/compatible.
    asofold committed Aug 20, 2018

Commits on Aug 15, 2018

Commits on Aug 10, 2018

Commits on Jul 9, 2018

Commits on Jun 24, 2018

  1. Skip direction checks if inside of a box.

    (Only checked, if the hit is off-box at all.)
    asofold committed Jun 24, 2018

Commits on May 23, 2018

  1. Ignore the null Sound.

    asofold committed May 23, 2018

Commits on May 9, 2018

  1. Catch NullPointerException.

    asofold committed May 9, 2018

Commits on May 7, 2018

  1. Add override tests.

    asofold committed May 7, 2018

Commits on Apr 22, 2018

  1. Comment on NoFall.

    asofold committed Apr 22, 2018
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