SpaceManiac

Results 98 comments of SpaceManiac

Vanilla game rules: ``` doFireTick default="true" BOOLEAN mobGriefing default="true" type=BOOLEAN keepInventory default="false" type=BOOLEAN doMobSpawning default="true" type=BOOLEAN doMobLoot default="true" type=BOOLEAN doTileDrops default="true" type=BOOLEAN commandBlockOutput default="true" type=BOOLEAN naturalRegeneration default="true" type=BOOLEAN doDaylightCycle default="true"...

I definitely agree this is needed. Inheritance is useful but it falls apart when blocks have multiple aspects this frequently. I'm somewhat leaning towards the first option @Tonodus presented because...

Based partially on @Tonodus's PR and partially on Sponge's BlockType/BlockState system, some experiments are up on the [`blocks` branch](https://github.com/GlowstoneMC/Glowstone/compare/blocks). Interested in any feedback on the composition system or the BlockState...

I've added several tickets to what I think is a reasonable [New Years 2015](https://github.com/GlowstoneMC/Glowstone/milestones/New%20Years%202015) milestone. It's like the "Important Stuff" one but with an actual goal!

Commit 3b7d232ad168bd26bc9ef98add3c97e4bb0e2975 finishes updating the `net.glowstone.msg` package to the new system (though many of them are still unused). There are still several unimplemented packets remaining.

Probably I will want to have a better baseline for Sponge API support through ShinySponge or an investigation like it before anything substantial happens. Dropping Bukkit API support is not...

From the documentation, it seems like `IdleStateHandler` can perform dual duty for read and write timeouts. Is there a specific reason you chose to have a separate `ReadTimeoutHandler`?

Alright, on further review I better understand exactly what's happening here. However, I still need to consider whether this is the desired behavior. Old behavior will ping the client on...

If `GlowMetaItem` stored, persisted, and made available the appropriate CompoundTag, it would be fairly easy to have the tile entity in question load from the stack's tag with `TileEntity#loadNbt` after...

Not sure, it seems like over-complicating it (especially since BlockState is tied to a location). The most sane solution seems to me to be that after the block is placed,...