f538440bce
De-spaghettify the hierarchy for chest inventories
2021-04-30 13:44:39 +01:00
d37016f43b
Vine: added API to get/set faces
2021-04-30 13:35:38 +01:00
726978b8f1
Migrate all coloured blocks (except glazed terracotta) to dynamic colours
2021-04-29 20:11:03 +01:00
593a8ac529
Added Loom blocks
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these don't support doing patterns yet, but their inventories work.
2021-04-29 19:51:09 +01:00
b33bf1f433
Unfuck banners ...
2021-04-28 18:44:21 +01:00
d5e5a81cff
Don't explode when data contains invalid dye colour IDs
2021-04-28 13:39:03 +01:00
a44203a3d4
Separate BannerPatternLayer from BannerPatternType
2021-04-28 12:47:42 +01:00
8a3df1212a
Added a trait for blocks which face opposite their placing player
2021-04-27 21:28:26 +01:00
72045b3d7e
CoralBlock: added setCoralType()
2021-04-27 21:03:23 +01:00
f204d6b3dd
Make a trait for blocks which share the same horizontal facing metadata logic
2021-04-27 20:59:20 +01:00
11263909ab
Added stripped logs (incomplete)
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this isn't practical to fully implement right now due to limitations
imposed by the legacy shitfest system we're using. To make stripped
dynamic, we would need to switch the IDs _and_ variant info dynamically,
and I have no idea what bizarre side effects that might have.
2021-04-27 20:35:58 +01:00
ed80490234
Added more APIs to Skull
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setRotation() is conditionally useless, but there's not much we can do about this right now; and exposing it like this is better than having plugins interacting with tiles.
2021-04-27 19:31:08 +01:00
c9cf33b21b
Skull: added block property APIs
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I need these for my R13 block deserializer.
2021-04-27 19:22:45 +01:00
0aa0d77307
Skull: recognize noDrops flag
2021-04-27 19:21:29 +01:00
017ca55a58
Vine: use facing as both keys and values
2021-04-27 15:19:55 +01:00
fc01735b6f
Fixed infinite loop when placing two coral plants next to each other
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the dead flag is not persisted in their metadata, so they forget their state when next read from the world.
2021-04-19 23:01:57 +01:00
129c638e29
Remove unused import
2021-04-18 20:33:49 +01:00
53ebe4f9f9
World: added getHighestAdjacentFullLightAt()
2021-04-18 20:20:08 +01:00
5dfa6a2296
Fix dragon egg teleporting in creative ( #4180 )
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closes #4179
2021-04-17 19:11:10 +01:00
a32eb4ebc3
Implemented coral and coral fans
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this implementation is very rough due to having to hack around lots more MCPE bullshit, and currently doesn't allow dynamic coral types; but it's there. We'll clean this up after 1.13 migration is done.
2021-04-17 02:04:10 +01:00
d5e1b4bd39
Furnace: Separate light/extinguish code into onStartSmelting() and onStopSmelting() hooks
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this is a preparation for other kinds of furnaces which might not be plain old Furnaces.
2021-04-17 01:36:16 +01:00
da51f106de
ItemFactory/BlockFactory: give more specific class descriptions
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these classes both have a very specific purpose now, which is much lesser than it was in PM3.
2021-04-16 21:27:28 +01:00
c979ab8aa0
Be more specific with documentation of ItemFactory::register() and BlockFactory::register()
2021-04-16 21:24:16 +01:00
6071746993
Mark ItemFactory::get() and BlockFactory::get() as @deprecated
2021-04-16 21:16:27 +01:00
81ced66bd0
BlockIdentifier: variant parameter of constructor is now mandatory
2021-04-16 20:14:29 +01:00
06f20234f7
Scrub unused imports
2021-03-26 22:56:09 +00:00
5e9ce92b55
Explosion: don't depend on air having stateID 0
2021-03-25 23:17:33 +00:00
8dd900a2c6
Sugarcane: allow placement on podzol ( #4094 )
2021-03-23 00:00:13 +00:00
eb9b644447
PressurePlate: remove collision boxes, closes #4045
2021-03-22 21:54:27 +00:00
49438d360d
RegistryUtils: generate ordered doc comments
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this makes things easier to find, especially in the large ones like VanillaBlocks.
2021-03-22 16:16:28 +00:00
90161f24e3
Added script to update registry/enum docblocks
2021-03-22 16:00:09 +00:00
b844c4266d
Added World::Y_MIN
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preparation for Y axis expansion in 1.17
2021-03-17 23:19:49 +00:00
c1e5dd2a4e
Merge branch 'stable'
2021-03-07 20:15:11 +00:00
b5361d5831
Falling lava may not harden
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fixes #4050
this was not an issue on PM3 because the decay and falling state were both combined into the meta.
2021-02-25 22:36:53 +00:00
e061028b69
Added Hopper::setFacing() and Hopper::getFacing() ( #4030 )
2021-02-09 16:04:05 +00:00
e80c1a0ce9
Split Mushroom Stem away from other mushroom variants
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mushroom stem (and all-sided stem) are unique blocks, which don't drop anything and which don't stack with other shroom variants when block-picked.
They also get mapped to the same block when placed, and there's no distinction between red mushroom stem and brown mushroom stem.
2021-02-07 22:02:50 +00:00
bd4ce8d941
TNT: expose unstable flag
2021-02-06 23:46:51 +00:00
fd2ebd84b4
Recognize underwater TNT
2021-02-06 23:37:05 +00:00
609b21679f
Added Torch::setFacing() and Torch::getFacing()
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these are not implemented with AnyFacingTrait because it would break LSP to have a setFacing that doesn't accept DOWN.
2021-02-06 22:31:36 +00:00
ce855f2133
Added isPressed() and setPressed() to PressurePlate
2021-02-06 21:20:38 +00:00
7c1f0ecb8b
Fixed getAxis()/setAxis() not being seen by static analysers for some blocks
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when using VanillaBlocks::CHISELED_QUARTZ(), VanillaBlocks::PURPUR_PILLAR() or VanillaBlocks::QUARTZ_PILLAR(), static analysis was unable to detect getAxis() and setAxis(), because these blocks were implemented using anonymous classes.
2021-02-06 20:39:23 +00:00
9887138ac1
Get rid of anonymous classes for infested stone
2021-02-06 20:30:25 +00:00
82bb83211f
CocoaBlock: deduplicate attachment condition checking
2021-02-06 19:34:52 +00:00
9ab3c57789
RedstoneRepeater: added getDelay() and setDelay()
2021-02-06 19:03:33 +00:00
233616aa6a
RedstoneLamp now uses PoweredByRedstoneTrait
2021-02-06 19:02:13 +00:00
5be03c3196
Make more use of PoweredByRedstoneTrait
2021-02-06 18:43:33 +00:00
48ef8771cd
Added AnalogRedstoneSignalEmitterTrait
2021-02-06 18:33:14 +00:00
02b0036cbe
DaylightSensor: refactor power -> signalStrength
2021-02-06 17:47:29 +00:00
4fc3bc53f7
Clean up hierarchy of rails
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detector rail has fundamentally different functionality than activator and powered rails, so it's misleading to present the same APIs for both.
detector rail's 'powered' state is better referred to as 'activated', since it means the detector rail is actually _producing_ power, and not _receiving_ power.
2021-02-05 22:00:17 +00:00
6ccfe21d57
Block: improved accuracy of isFullCube()
2021-02-04 23:10:13 +00:00