* Minor BlockEntity ticking names.
* And some more.
* More.
* More.
* Map a lot more BlockEntity.tick methods.
* World mappings.
* Javadoc for BlockWithEntity.checkTYpe.
* Name params.
* Map BlockEntityType.class_5559 as BlockEntityCreator
* Rename BeehiveBlockEntity.tick to tickServer as it's not used on the client.
* WorldChunk.emptyBlockEntityTicker -> EMPTY_BLOCK_ENTITY_TICKER
* tickServer -> serverTick and tickClient -> clientTick
* WorldChunk.method_31718 -> wrapTicker (rather than createTicker, as this is more accurate).
* Map WorldChunk.method_31715 as canTickBlockEntities.
* DirectBlockEntityTicker -> BlockEntitytTickInvoker
* "ChunkBlockEntityTicker" -> "BlockEntityTickInvoker".
* Bring back "direct" instead of "impl".
* "null*" -> "empty*"
* BlockEntityCreator -> BlockEntityFactory.
* CampfireBlockEntity: tickUnlit/tickLit -> unlitServerTick/litServerTick
* creator/supplier -> factory in BlockEntityType.
* Lots of fields, methods, params relating to blocks and their internals
* Woops
* More STUFF! 😱
* Woops 2 electric boogaloo
* Minor text fix with pistons
* Reviews
* Map Block#n and friends
* Reviews
* 💩
* snowman -> snow golem
* Consistification with wither skull
* s/nt//
* rightChest/leftChest... might be backwards?
* Some stuff about trading and villages
Signed-off-by: liach <liach@users.noreply.github.com>
* A few more random mappings
Signed-off-by: liach <liach@users.noreply.github.com>
Apologies for PR spam, just this one has a couple of changes I was unsure of, so it felt cleaner to split it into something separate:
- I'm a bit conflicted on `.getCollisionShape` - it appears to be used both
for entity collision and determining if a block's side is a "full cube" (and so can have torches placed against or w/e)
- I've renamed `getRenderingState` to `getStateForNeighborUpdate`, though am not 100% it's a good name - it may also perform side effects (mostly scheduling this block to be ticked next thread), so isn't quite a pure getter.
* Block related mappings
* Block related mappings, pt2
* Block related mappings, pt3
* Darnit, it ate my files again
* Unmap BaseFluid#g()Z
* prevState -> oldState
* apply some change suggestions
* Hopefully unmap all local variables
* T data -> T object
* Add mappings back for GUI methods
* Add back argument mappings for blocks
And some other changes. I rather forgot.
* Item and entity arguments
* A whole bunch of argument mappings
* Items (again) and fluids
* Entity stuff 'n things
* Fixup most of the client stuff
* Some remaining items
* Add RecipeSerializers mappings
* Add class mappings for several items
* Add several BlockSoundGroups
* Add World.getDimension and World.playRecord
* Add a couple of methods to bounding boxes
* A couple of minor mappings for servers
* Some mappings for TextComponent (de)serialization
* A very minor mapping for Polar2f
I'm really unsure about this name, so comments welcome!
* A few mappings for chat
* Basic fluid mappings
* Waterlogged -> Waterloggable, removeChatMessage -> removeMessage
* Polar2f -> Vec2f, setPlayingOverlay -> setRecordPlayingOverlay