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SizableShrimp 54dd4e8da5 Forge 1.19
* Bump pack.mcmeta formats
* 1.19 biome modifiers
* Mark ClientPlayerNetworkEvent.LoggedOutEvent's getters as nullable
* Add docs and package-info to client extension interfaces package
* Move RenderBlockOverlayEvent hooks to ForgeHooksClient
* Add package-infos to client events package
* Rename SoundLoadEvent to SoundEngineLoadEvent

This reduces confusion from consumers which may think the
name SoundLoadEvent refers to an individual sound being loaded rather
than the sound engine.
* Document and change SoundLoadEvent to fire on mod bus

Previously, it fired on both the mod bus and the Forge bus, which is
confusing for consumers.
* Delete SoundSetupEvent

Looking at its original implementation shows that there isn't an
appropriate place in the new sound code to reinsert the event, and the
place of 'sound engine/manager initialization event' is taken already by SoundLoadEvent.
* Perform some cleanup on client events

 - Removed nullable annotations from ClientPlayerNetworkEvent
 - Renamed #getPartialTicks methods to #getPartialTick, to be consistent
  with vanilla's naming of the partial tick
 - Cleanup documentation to remove line breaks, use the
  spelling 'cancelled' over
  'canceled', and improve docs on existing and
   new methods.
* Remove EntityEvent.CanUpdate

Closes MinecraftForge/MinecraftForge#6394
* Switch to Jetbrains nullability annotations
* New PlayLevelSoundEvent; replaces old PlaySoundAtEntityEvent
* Remove ForgeWorldPresetScreens
* Remove IForgeRegistryEntry
* Remove use of List<Throwable> in FML's CompletableFutures
* Add docs to mod loading stages, stages, and phases
* Gradle 7.4.2
* Use SLF4J in FMLLoader and other subprojects
* Switch dynamic versions in subprojects to pinned ones
* Switch ForgeRoot and MDK to FG plugin markers
* Configure Forge javadoc task

The task now uses a custom stylesheet with MCForge elements, and
configured to combine the generation from the four FML subprojects
(fmlloader, fmlcore, javafmllanguage, mclanguage) and the Forge project
into the javadoc output.
* Update docs/md files, for 1.19 update and the move away from IRC to Discord.
* Make "Potentially dangerous alternative prefix" a debug warning, not info.

Co-authored-by: Curle <curle@gemwire.uk>
Co-authored-by: sciwhiz12 <arnoldnunag12@gmail.com>
Signed-off-by: SizableShrimp <sizableshrimp@sizableshrimp.me>
2022-06-07 15:31:26 -05:00
src/main Forge 1.19 2022-06-07 15:31:26 -05:00
build.gradle Forge 1.19 2022-06-07 15:31:26 -05:00
gitattributes.txt Add --flat argument to data generators to not create data in mod specific directores. 2020-06-03 16:57:07 -07:00
gitignore.txt Include changelog in published artifacts. 2018-11-14 13:39:56 -08:00
gradle.properties Rework server launching at runtime to include needed default arguments and validate libraries exist. 2019-02-04 18:23:58 -08:00
README.txt Regenerate patches with relative headers. This should lower conflicts in future PRs. 2021-03-09 14:21:48 -08:00
settings.gradle Forge 1.19 2022-06-07 15:31:26 -05:00

Source installation information for modders
-------------------------------------------
This code follows the Minecraft Forge installation methodology. It will apply
some small patches to the vanilla MCP source code, giving you and it access 
to some of the data and functions you need to build a successful mod.

Note also that the patches are built against "un-renamed" MCP source code (aka
SRG Names) - this means that you will not be able to read them directly against
normal code.

Setup Process:
==============================

Step 1: Open your command-line and browse to the folder where you extracted the zip file.

Step 2: You're left with a choice.
If you prefer to use Eclipse:
1. Run the following command: `gradlew genEclipseRuns` (`./gradlew genEclipseRuns` if you are on Mac/Linux)
2. Open Eclipse, Import > Existing Gradle Project > Select Folder 
   or run `gradlew eclipse` to generate the project.

If you prefer to use IntelliJ:
1. Open IDEA, and import project.
2. Select your build.gradle file and have it import.
3. Run the following command: `gradlew genIntellijRuns` (`./gradlew genIntellijRuns` if you are on Mac/Linux)
4. Refresh the Gradle Project in IDEA if required.

If at any point you are missing libraries in your IDE, or you've run into problems you can 
run `gradlew --refresh-dependencies` to refresh the local cache. `gradlew clean` to reset everything 
{this does not affect your code} and then start the process again.

Mapping Names:
=============================
By default, the MDK is configured to use the official mapping names from Mojang for methods and fields 
in the Minecraft codebase. These names are covered by a specific license. All modders should be aware of this
license, if you do not agree with it you can change your mapping names to other crowdsourced names in your 
build.gradle. For the latest license text, refer to the mapping file itself, or the reference copy here:
https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md

Additional Resources: 
=========================
Community Documentation: http://mcforge.readthedocs.io/en/latest/gettingstarted/  
LexManos' Install Video: https://www.youtube.com/watch?v=8VEdtQLuLO0  
Forge Forum: https://forums.minecraftforge.net/  
Forge Discord: https://discord.gg/UvedJ9m