Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

2 Dungeon Ideas #81

Open
wants to merge 2,270 commits into
base: master
Choose a base branch
from
Open

2 Dungeon Ideas #81

wants to merge 2,270 commits into from

Conversation

MistahKrabs55
Copy link

@MistahKrabs55 MistahKrabs55 commented Jan 19, 2020

No description provided.

Andromander and others added 30 commits February 21, 2020 11:31
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
* 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.
Tamaized and others added 30 commits June 7, 2020 08:54
… It's likely this entity will go away entirely when we get 1.16's support for biome-ambience particles
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

7 participants