The intention is to bottleneck all read queries and write requests
through context objects without the need to create practically useless
Chunk, TileStack and TileRef wrappers.
- WorldGenericContext{RO,WO} no longer extend WorldGeneric{RO,WO}
- Added tag access for tiles to contexts
- Documented almost all context methods
- Renamed isBlockLoaded() to isLocationLoaded()
- I found some inner peace
-Improved loading screen loading(so it doesnt crash)
-Implemented region file related things, but it doesnt quite work
-Uses file header to try to look up location of data
-Writes the data at the end of the file(I need info to how much it writes)
-Cleaning up imports
-Better error detection
-Actual thread deletion(still needs a bit of work to delete all conected objects)
-Starting making format file and inplementing it
- ReusableServerContext will be the default context implementation. It
is sort of implemented, but not really
- WorldLogic{,RO} now declare getData() method
- WorldGenericContextWO.removeEntity(EntityGeneric) received a default
implementation
- TileDataContext.getTag() received a default implementation
-Added listeners for saving and loading chunks
-Made loading screens for between title and game(they dont work yet)
-Added localized text(some)
-Safeish deletion and saving of chunks
-It still keeps them in memory I think so this needs work too
-Added LayerTitle class that is the title menu
-Edited the launcher and proxy so it only starts the game when it needs to
-Made buttons work with MutableString objects
Server read-write (not RO) interfaces do not extend the complimentary
*GenericContextWO interfaces by design. It makes no sense to set a
BlockLogic, but it makes plenty of sense to refer to a ChunkData rather
than a ChunkDataRO.
*takes a deep breath
- Renamed Generic world structure interfaces to the following scheme:
{Block,Tile,Chunk,World}Generic{,Stack,Reference}{RO,WO}
(e.g. GenericWritableChunk -> ChunkGenericWO)
- RO is Read Only, WO is Write Only
- Generic writable interfaces no longer extend their read-only
counterparts (thus Write Only)
- TileGenericStack{RO,WO} are now interfaces; AbstractList is only
introduced by final implementations
- TileGenericReferenceRO now has a WO counterpart
- Fixed compilation issues with the previous commit
- Declared some additional functionality for Generic interfaces
- Old ChunkData and WorldData renamed to DefaultChunkData and
DefaultWorldData
- Now considered to be an implementation detail; references will be
minimized
- Introduced TileDataStack{,RO}, TileDataReference{,RO}, ChunkData{,RO},
WorldData{,RO} interfaces
- Suffix -RO indicates Read Only, no suffix means read-write
- To be used in place of DefaultChunk and DefaultWorld
- Designed to support wrappers and "fake" implementations
- May need some refinement (fix return/parameter types, ...)
- Surface world generator is now implemented poorly (WIP)
- Should compile. May work fine. Unless Java inheritance rules have
screwed me over.
- Added SurfaceFeature
- Used to generate chunk features
- Added SurfaceTopLayerFeature
- A superclass for features that are only concerned with editing the
surface
- Added grass, temporary bushes and temporary trees
- Bushes and trees do not generate properly due to bugs
- Added Test:TemporaryLeaves
- Added SurfaceWorld (a GenericWritableWorld wrapper)
- Added some unit tests for rotation utilities
- Fixed a whole lot of bugs
These changes were originally implemented by opfromthestart. OLEGSHA
then patched a whole bunch of stuff
- Components can now be disabled
- Added BasicButton
- Added Button, Checkbox and RadioButton (with RadioButtonGroup)
- Added some new colors to Colors
- Pressing Esc in game pops up a menu (WIP)
- Fixed text z-ordering
- Fixed LayoutGrid Y-direction
- Added GenericWritableWorld
- Moved static methods from GenericChunk to GenericChunks
- GenericEntity now declares getEntityId()
- GenericWorld now declares getEntity(long)
- Added a lambda-based mapToFaces variations for AbsFace and RelFace
- Moved some method definitions from ChunkData to GenericChunk
- Moved some method definitions from ChunkData to GenericWritableChunk
- Refactored GenericChunk including changing some method signatures
- Added some documentation for GenericChunk
- ChunkRequestDaemon now attempts to generate requested loaded non-ready
chunks upon discovery
- The server is now only specified once for WorldGenerator
- WorldLogic now actively checks the generation contract
- Renamed SurfaceScatterGenerator to SurfaceFeatureGenerator
- Renamed PlanetScatterGenerator to PlanetFeatureGenerator
- Added a very basic interface for adding generation features
- Removed debug leftovers from PlayerManager and VisionManager
- Game will now play all Vorbis files in music/ directory (at runtime)
- Random order with random pauses (15 to 60 sec)
- Force start by pressing M
- Added AudioRegistry for performance
- Speakers now can change data correctly
- Added ResourceReaders
- Classpath and Filesystem for now
- Added local controls. Use with ControlTriggers.localOf(...)
NB: No actual music files included (yet). Place them in music/ directory
of the game directory (e.g. in <project>/run/music).
- Scatter generation is now triggered properly in TestPlanetGenerator
- WorldGenerators are now required to call addChunk() themselves (again)
- ChunkManager now generates loaded chunks that are not ready
- Chunks scheduled for unloading no longer unload if they become
requested while in queue
- Collision models now rotate to match entity's general up direction
- Extracted rotation logic from RelRelation into AxisRotations
- Test:PlanetGravityModel is now properly centered
- Fixed some small bugs
- WorldData no longer acquires a GravityModel automatically
- On the server, GravityModel is specified by WorldGenerator
- On the client, GravityModel is received from the server via a
PacketSetGravityModel
- Added BlockFace - a *Face superclass
- Refactored and optimized Rel{Relation, Face}
- Replaced most AbsFace references with BlockFace or RelFace
- Chunks now have an up direction
- Determined by GravityModel's discrete up
- Static; cannot change unless chunk is reloaded
- Chunk models are now rendered rotated accordingly
- Fixed some minor bugs that were somehow revealed by these changes
- Moved TileLogicGrass to .test, where it belongs
- Disabled grass despawn until a new worldgen is implemented
- Added BlockRelation as an abstract superclass to existing relations
- Must be given an absolute "up" direction before use
- Moved AbsFace, AbsRelation and BlockRelation to .world.rels
- Renamed Face to ShapePart to reduce confusion with AbsFace