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2 Dungeon Ideas #81
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MistahKrabs55
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2 Dungeon Ideas #81
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Mostly TODO cleaning
This is an idea on how Layers are done now. Anything that hasn't got an error should be roughly how it should be done. Can't be certain; obviously untested.
If we do need some of these, they can be brought back (but need editing). Some I am confident we don't need anymore.
Missing Caves and Ravines. Ruins are not generated due to their different nature. Values might not be accurate; last time I blind-ported decoration, I ended up with a billion flowers.
I bet this is going to break on loading
…TE's and other stuff
* Default Minecraft tempt goal accepts Ingredient now. * Remove imports. * This event is now ModConfig.Reloading. * Fix some material names. * Remove another import. * Dubious inspection of the player attack goal. Potentially this will mean entities go too far out of range to attack. WTB deobfuscated parameters. * Note that this is based off the follow range attribute. * Adjust events used for synchronisation. Still not ideal. * import DimsonType * Convert Bunny to AnimalEntity. * Add an import, Animalify Squirrel. * Remove import. * BlockLeaves -> LeavesBlock. * EntityLivingBase -> LivingEntity * Update some more block references.
* Simplify a check. * Comment out some GuiHandler things; fix Advancement function. * These were already moved. * Unused function. * Move projectiles into their own directory. * Overhauld StructureWoodVariant. It should now be used for whatever purpose it needs to be used for. * Begin work on the multipart entities. onUpdate -> tick * Tweaks to particles, explosions, vectors. * Hydra hydra hydra! Hydra kids, hydra wife. * Finalise work on Bosses (naga, Ice Waifu) * A bunch more commits. * Projectiles. * Run overrides inspection. * Remove unneeded TODOs. * canTriggerWalking -> bypassesSteppingEffect * Fix indentation issues. * Properly instantiate network packet for SlideBlock. * Correctly name parameter. * Reindent. * Actually remove that network hook. * Remove unused code from 5+ years ago. * Fix additional motion (getMotion().add returns a new Vec3d, not modify-in-place) * Remove unneeded TODO. * Update to properly use ItemParticleData. In this instance, as it requires an ItemStack, I've made a static field with an Ender Pearl ItemStack in it on the client side to prevent constant re-instantiation. I'm not sure how much of an overhead saving this is but it feels better. * Correctly usue BlockParticleData. * Another BlockParticleData. * Correct Item/BlockParticleData. * Reindent and revert change to varargs. * Remove needless comment.
… same model being passed in
… It's likely this entity will go away entirely when we get 1.16's support for biome-ambience particles
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