Releases: P3pp3rF1y/AncientWarfare2
Releases · P3pp3rF1y/AncientWarfare2
2.2.73-beta-MC1710 (Test)
Change Log:
- fix up parsing of NBT tag data in templates, esp. for entities
2.2.72-beta-MC1710 (Test)
Change Log:
- add template scanner skippable blocks list. Closes #124
- fix up rotation issues in templates with both worksites and torque tiles. Closes #121 && Closes #122
- update auto-crafting worksite inventory status caching. Only check if can craft once per tick maximum. Should resolve issues of hoppers not updating tile inventory status causing the table to not auto-craft like
it should have. Closes #115 - clean up parsing of JSON empty arrays and empty objects (was not advancing to next valid char prior to return)
- update worksites to validate block collections when target blocks are adjusted. Closes #125. Looks to be cleaned up appropriately. Will still need disclaimer regarding updating tree farm bounds/targets while
there is work to process.
2.2.71-beta-MC1710 (Test)
Change Log:
- add json<->nbt converter. add json writer. add json reader. add json parser (from string or reader).
- Move template parsing over to new internally handled json (as vanilla handling is extremely poor)
- remove silly npc-alert AI stuff, it was disfunctional and buggy
- clean up non-combat NPC-flee AI. Should resolve #101 and #120
- much reworking of npc command handling. works about as needed, small cleanup needed for guard command to re-enable horse mounting... but might just disable that stuff until I get the custom horse code working
2.2.70-beta-MC1710 (Test)
Change Log:
- Add default structure pack loading ability for #116. Should be finished, but need to test thoroughly
- actually fix animal farm load/save from nbt of max animal values. Closes #118
- Fix NPCs respawning with equipment from resurrections. Closes #117
- finish adding faction standing manipulation command. Closes #113
- add capitolized version of npc entity names for translation. Closes #114
- only write out upgrades list for worksites when upgrades are not empty, partial fix for server crash issues
- clean up reading of worksite tags to accomodate buggy vanilla JSON int-array parsing (parses as nbt-list instead of nbtintarray). More partial fix for server crash
- add default setting of work bounds for bounded worksite tile when loaded from disk. Should resolve issues of crashing on the server
- add more explicit error handling when constructing a template w/ instant construction.
- hack around issue of loading byte-arrays for worksite user-blocks, should allow server to start + load. need to rewrite template tag parsing...again... Final fix for crashing issues on server
2.2.69-beta-MC1710 (Test)
(Internal Testing Release Branch)
Change Log:
- fix up spawning of gates in templates
- clean up some issues related to the differences in handling between dedicated server and integrated server (ints being truncated to bytes for block events, and to shorts for container progress bar updates)
- fix gate control GUI being incorrect dimensions.
- add translation to 'repack gate' in gate control GUI
- add display to warehouse gui of current/max stored quantities. Closes #71
- re-enable chunkloader upgrades. add chunkloading upgrade functionality to worksites that extend worksite base. May need to examine adding ability to structure-builder site from struct module (would require
moving chunkloader stuff into core). Closes #69 - fix icons for size upgrades for worksites -- they now have the correct # on the icon. Closes #109
- fix up un-owned gates having save-to-nbt issues with an empty owner-name string
- Fix crash in torque system due to retarded vanilla update mechanics (invalidating during build because MC refuses to load chunks in an intelligent manner). Closes #112
2.2.68-beta-MC1710 (Public)
(Public Release Branch)
Change Log:
- fix issue of animal farm pickup up eggs when inventory is already full. Closes #80
- fix issue of worksites not inserting resources into proper slots when inventory has been remapped
- fix up issues of auto-crafting station not rechecking inventory contents to see if it can craft. Closes #90
- fix up courier needing backpack re-inserted on respawn from item-repack
- fix up issue of worker npcs not updating texture when spawned on client-side. Closes #91
- fix up research station adjacent inventory use, direction and side must now be designated. Closes #85
- fix engineering station changing metadata of items on refil operation. Closes #92
- clean up setting of NPC name, send on gui close instead of every text input. Closes #83
- change 'disable wander' setting to completely disable most AI. Closes #96
- fix up worksite upgrade dropping issue. Closes #98
- add default naming for custom_3 faction as-per Mohawky suggestion
- fix up worksites processing work from energy even with overflow inventory being overstuffed
- Fixed a typo causing Quarry to set wrong toolLevel. Closes #110
- update quarry to reset current scan/validation position when upgrades are applied -- should resolve issue of quarry potentially skipping blocks after a tool quality upgrade is applied
- clear client-side upgrade cache on data packet regardless of if new upgrade data is coming in
- fix up un-owned gates having save-to-nbt issues with an empty owner-name string
2.2.67-beta-MC1710-test
Change Log:
- ninja patch out the debug stuff from archers, it causes crashes on servers
- Fixed a typo causing Quarry to set wrong toolLevel. Closes #110
- clean up more rotation/network issues on torque tiles
- fix crash in backpack - forgot to accommodate skipped player-inventory slot
- update quarry to reset current scan/validation position when upgrades are applied -- should resolve issue of quarry potentially skipping blocks after a tool quality upgrade is applied
- clear client-side upgrade cache on data packet regardless of if new upgrade data is coming in
- add basic translation support for in-game config menus
- add base methods for applying power loss
- update torque tiles to re-add power loss
- add torque loss to flywheel storage blocks -- might need to examine amount
- torque distributor will only output power into heads that have a connection
2.2.66-beta-MC1710-test
Change Log:
- fix up trader AI, had inverted >/< symbol when checking distance for 'at shelter' task. Should resolve issues of traders stalling out at night.
- clean up faction-based archers to give them a bit more conservative attack AI. Mounted archer code needs examining, it appears they have issues seeing their target (or choosing one at all).
- clean up crash when repacking mounted faction npc
- minor cleanup in faction ranged attack ai
- clean up some client synch rotation issues with quite a few torque tiles
- clean up annoying input issue on text-input widget related to backspace handling
- swap over to forge config gui for all client side options
- remove ability to place ladders/etc on windmill blade blocks. Also disable monster spawning on them.
- rename torque conduit -> torque junction
- update base manual with info regarding submitting bug reports
- clean up animal farm not respecting max-animal settings on world load/save (was not a synch issue, merely an nbt-issue). Closes #104
- add pushOutOfBlocks to NpcBase -- should resolve issues of NPC suffocating on world reload due to vanilla derpiness. Closes #100
- Tree farm will now only chop down blocks that explicitly extend BlockLog. Should resolve issues of tree-farms chopping down fences/etc. Might introduce issues to some mod-added tree-types if their logs do not
extend BlockLog. Closes #103 - add a small delay to worksite work processing if previous attempt failed. Should smooth tick-times with empty worksites.
- update worksite base code to enable can-fit checks prior to adding to inventory.
- add some more utility methods to inventory tools
- clean up need for worksite inventory overflow. Now validate if can hold prior to harvesting any block / picking up any item. Will eject item into world if canHold check is not proper for any reason. Closes #89 Closes #102
- Clean up some old no longer needed debug output.
- Remove unused biome-alias code from structure module configuration.
- Remove unused npc-name override code from NPC module configuration
- update block priorities and block rotations -- should improve placement of trapdoors and redstone torches, and possibly several other blocks as
well. Closes #74 - clean up crash in structure scanner if setpos key is pressed while targeting air
- fix entities not being placed properly in rotated structures. Closes #108
- clean up sterling generator container shift-click code.
- clean up base transfer-stack handling code for all containers -- should resolve several odd issues with shift click on a few containers. Closes #52
- add -long- range pathfinding ability to NPCs. They should now be able to move over long-ranges. Might still have issues with some terrain or if there are multiple vertical levels involved. Will still be better than it was as it does not alter the pathfinding for the existing short range stuff.
2.2.65-beta-MC1710-test
Change Log:
- Fix up neighbor cache build/update code. Should resolve client crash issues related to torque tiles (and potentially resolve a few server-side oddities as well).
2.2.64-beta-MC1710-test
Change Log:
- add explicit crash if cache was null directly from cache build. (it should not..can not.. ever be null...)
- fix up worksites processing work from energy even with overflow inventory being overstuffed
- clean up worksites processing work even when overflow is not empty. should clean up some of the performance related issues when worksites become stuffed. Updates #102
- update to forge 1219 -- need to examine uses of block place events
- add patch to warehouse block to still load bounds from old format instead of blindly setting bounds
- add example resource pack
- add debug output to torque tiles to attempt to track down what is causing crashes