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  1. Immortius

    Trouble with changing how the block is rendered

    Ok, I've added both these features. BlockEntityRegister now has setBlockRetainEntity() methods for changing the block but leaving the entity alone (will send a BlockChangedEvent). You can now also include a "pickupFamily" setting in a block definition, which is the uri of the block family to...
  2. Immortius

    Trouble with changing how the block is rendered

    Ah, for picking up a block and getting a consistent type Terasology has the concept of a BlockFamily - the family is what is picked up, and when placed the block family determines which block from the family should be put in the world. This has mostly been used for various rotations, but it...
  3. Immortius

    Trouble with changing how the block is rendered

    The fundamental limitation/optimisation of our underlying voxel system is that there is a block per possible appearance, and any change to the appearance means changing the block. Each block is associated with a byte, and each chunk of the world has a byte array or similar for the blocks it...
  4. Immortius

    Tweaking Multiplayer

    The @Owns annotation has now been introduced, with the following features: Can be applied to a EntityRef, List<EntityRef> or Set<EntityRef> fields in a component. Owned entities are stored when the owner is stored. e.g. A player's inventory of items is stored with the player. Owned entities are...
  5. Immortius

    Inactive Liquid Simulation

    We will likely be refactoring the chunk system to allow for arbitrary extra data per block later, so I wouldn't worry about it. Where possible avoid using extra data of course - if the simulation can run entirely based on the blocks present that is ideal, although not always achievable.
  6. Immortius

    Tweaking Multiplayer

    With authentication working, I've move on to player persistence. Now when a player disconnects, their character entity is stored in a PlayerEntityStore, which is saved as a file identified by their Id. Upon reconnect this file is loaded and the entity restored. This means stuff like their...
  7. Immortius

    Resolved Terasology not loading mods on latest git version

    Hmm, I just did a clean setup of Terasology from latest develop with no issue, so not sure. Sounds like the mod code hasn't been compiled though. I guess the questions I would ask are: * Have you checked whether the classes subdirectories exist in each mod with code, and are populated? * Have...
  8. Immortius

    Tweaking Multiplayer

    I believe so, but I'ld suggest begla should give it a try when he has a chance.
  9. Immortius

    Tweaking Multiplayer

    Still slogging away at this, although lots of RL taking up my time recently - also my computer broke, so I need to chase that up too. Death and respawning, and support for dropping items (thanks sdab ) are all in the current branch. As opposed to the previous implementation of death which...
  10. Immortius

    WIP [LaS] Light and Shadow - Art Discussion

    Reminds me of this a bit. Not in a bad way.
  11. Immortius

    Advanced Monitoring Tool

    Your branch (or fork, to be precise) is up to you to manage. It has been pulled into develop in MovingBlocks.
  12. Immortius

    Entity Contribution

    Basically a class in Java or other Object Oriented languages is similar to a struct in C, except you can put the methods to work with the class's data into the class itself and prevent direct access to the data (the private keyword). This provides encapsulation - users of the class work with it...
  13. Immortius

    Entity Contribution

    Sure, although timezones may be tricky (Australian here).
  14. Immortius

    Advanced Monitoring Tool

    Yeah, IntelliJ occasionally gets confused since version 12 I've noticed.
  15. Immortius

    Entity Contribution

    For making a loader, the MD5 loader should be an alright reference: https://github.com/MovingBlocks/Terasology/tree/develop/src/main/java/org/terasology/rendering/assetLoaders/md5 There are separate loaders for the main skeletal mesh and the individual animations, which are assumed to be...
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