So I tried to get back up to speed merging my mob/portal changes with the latest from begla/develop - wasn't quite sure where to best resolve the conflict, so at first I had refreshed my master branch figuring maybe I could just nicely prep the merges on my local system before pushing them anywhere, using master/develop together somehow ...
.... 77 commits later desperately trying to fix my horribly messed up local develop branch has resulted in a proper and neat looking merge, aside from that whole 77 commits now listed, which includes me trying to pull changes into develop, then trying to revert as it is easier to first update a raw branch then apply my changes on top, then somehow managing to flag every single commit since I cloned in the first place
So rebasing is supposed to fix that, squashing all those messy commits into a set of simple actual changes to push to my origin/develop, but it fails seemingly trying to auto-merge stuff from as far back as when the sun was added
Argh!
The cause of the hassle relates to a few changes:
* I moved a few things into the game package (blueprints and mobs)
* Blockmania main class also got moved into the game package
* We both moved MobManager usage from Blockmania to World (and the renderAll() moved, interesting additional bug there - slimes render black without the renderAll() in World.render())
* Vector#f package switched to a javax version rather than lwjgl
But all that is sorted out in my local develop and works again (I've busily been blowing up terrain flooded with portal-spawned slime cubes!) - now I just can't push it anywhere without likely polluting the revision graph with an identical remix of every revision since I cloned, argh
My familiarity with Perforce is probably screwing me over here, there I can revert or even obliterate revisions to keep stuff nice and clean. I think Git might be smart enough to handle the push, but worry that if it doesn't I'll just pollute my origin/develop branch as well. Blah
Worst case scenario maybe I'll take the chance to fork to the Nanoware organization, then blow up my personal develop and re-fork somehow. Anyway - nearly 3 am and I'm beat
Just so I don't lose my main commit message, here's a copy of it committed to my local (at this point I believe I had reset my local develop back to prior to when I made the mob/portal changes, then pulled the latest from begla/develop on top of that, was then trying to pull my changes from origin/develop):
.... 77 commits later desperately trying to fix my horribly messed up local develop branch has resulted in a proper and neat looking merge, aside from that whole 77 commits now listed, which includes me trying to pull changes into develop, then trying to revert as it is easier to first update a raw branch then apply my changes on top, then somehow managing to flag every single commit since I cloned in the first place
So rebasing is supposed to fix that, squashing all those messy commits into a set of simple actual changes to push to my origin/develop, but it fails seemingly trying to auto-merge stuff from as far back as when the sun was added
Argh!
The cause of the hassle relates to a few changes:
* I moved a few things into the game package (blueprints and mobs)
* Blockmania main class also got moved into the game package
* We both moved MobManager usage from Blockmania to World (and the renderAll() moved, interesting additional bug there - slimes render black without the renderAll() in World.render())
* Vector#f package switched to a javax version rather than lwjgl
But all that is sorted out in my local develop and works again (I've busily been blowing up terrain flooded with portal-spawned slime cubes!) - now I just can't push it anywhere without likely polluting the revision graph with an identical remix of every revision since I cloned, argh
My familiarity with Perforce is probably screwing me over here, there I can revert or even obliterate revisions to keep stuff nice and clean. I think Git might be smart enough to handle the push, but worry that if it doesn't I'll just pollute my origin/develop branch as well. Blah
Worst case scenario maybe I'll take the chance to fork to the Nanoware organization, then blow up my personal develop and re-fork somehow. Anyway - nearly 3 am and I'm beat
Just so I don't lose my main commit message, here's a copy of it committed to my local (at this point I believe I had reset my local develop back to prior to when I made the mob/portal changes, then pulled the latest from begla/develop on top of that, was then trying to pull my changes from origin/develop):
Code:
Conflicts: groovy/blocks/Default.groovy
groovy/plugins/SlimeToolAddon.groovy
src/com/github/begla/blockmania/game/Blockmania.java
src/com/github/begla/blockmania/game/mobs/Slime.java
src/com/github/begla/blockmania/tools/MultipleSelectionTool.java
src/com/github/begla/blockmania/tools/RectangleSelectionTool.java
src/com/github/begla/blockmania/world/main/World.java
Merge branch 'develop' of github.com:Cervator/Blockmania into develop - tricky from moved files on both sides and the swap of the Vector#f classes from lwjgl to a javax variety. Of special notice is the updateTick() going back to "normal" from my side which includes the spawn tick stuff. It also includes an interesting bug - the MobManager.renderAll() is done in two places, which isn't right, but if the one in World.render() is removed the little slime cubes render in black.