diff --git a/build.gradle b/build.gradle index 7e71f6b344..7d5f3af5cf 100644 --- a/build.gradle +++ b/build.gradle @@ -271,7 +271,7 @@ allprojects { checkstyle { configFile = rootProject.file("checkstyle.xml") - toolVersion = "10.12.1" + toolVersion = "10.20.2" } tasks.withType(AbstractArchiveTask).configureEach { diff --git a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/block/BlockApiLookup.java b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/block/BlockApiLookup.java index d8baa831b2..3676316fb1 100644 --- a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/block/BlockApiLookup.java +++ b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/block/BlockApiLookup.java @@ -40,7 +40,7 @@ * *
Note: If you are going to query APIs a lot, consider using {@link BlockApiCache}, it may drastically improve performance. * - *
{@code @@ -106,7 +106,7 @@ * // return something if available, or null * });}* - *
{@code diff --git a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/entity/EntityApiLookup.java b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/entity/EntityApiLookup.java index 836a4cc10f..e0ef604c5a 100644 --- a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/entity/EntityApiLookup.java +++ b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/entity/EntityApiLookup.java @@ -34,7 +34,7 @@ *When trying to {@link #find} an API for an entity, the provider registered for the entity type will be queried if it exists. * If it doesn't exist, or if it returns {@code null}, the fallback providers will be queried in order. * - *
Usage Example
+ *Usage Example
* Let's pretend that we have the following interface that we want to attach to entities. *{@code * public interface Leveled { diff --git a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/item/ItemApiLookup.java b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/item/ItemApiLookup.java index 6dc03be491..6bb7620eb1 100644 --- a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/item/ItemApiLookup.java +++ b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/item/ItemApiLookup.java @@ -34,7 +34,7 @@ ** - *When trying to {@link #find} an API for an item stack, the provider registered for the item of the stack will be queried if it exists. * If it doesn't exist, or if it returns {@code null}, the fallback providers will be queried in order. * - *
Usage Example
+ *Usage Example
* Let us reuse {@code FluidContainer} from {@linkplain BlockApiLookup the BlockApiLookup example}. * We will query {@code FluidContainer} instances from the stack directly. * We need no context, so we will use {@code Void}. @@ -82,7 +82,7 @@ * // return something if available, or null * });}Generic context types
+ *Generic context types
* Note that {@code FluidContainer} and {@code Void} were completely arbitrary in this example. * We can define any {@code ItemApiLookup<A, C>}, where {@code A} is the type of the queried API, and {@code C} is the type of the additional context * (the void parameter in the previous example). diff --git a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/package-info.java b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/package-info.java index ff89757a52..fce5ad60ab 100644 --- a/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/package-info.java +++ b/fabric-api-lookup-api-v1/src/main/java/net/fabricmc/fabric/api/lookup/v1/package-info.java @@ -20,15 +20,14 @@ *This module allows API instances to be associated with game objects without specifying how the association is implemented. * This is useful when the same API could be implemented more than once or implemented in different ways.
* - *Definitions and purpose
+ *Definitions and purpose
*
Adds the biome as a main end island biome with the specified weight; note that this includes the main island + * Adds the biome as a main end island biome with the specified weight; note that this includes the main island * and some of the land encircling the empty space. Note that adding a biome to this region could potentially mess * with the generation of the center island and cause it to generate incorrectly; this method only exists for - * consistency.
+ * consistency. * * @param biome the biome to be added * @param weight the weight of the entry. The weight in this method corresponds to its selection likelihood, with @@ -46,8 +46,8 @@ public static void addMainIslandBiome(RegistryKeyAdds the biome as an end highlands biome with the specified weight. End Highlands biomes make up the - * center region of the large outer islands in The End.
+ * Adds the biome as an end highlands biome with the specified weight. End Highlands biomes make up the + * center region of the large outer islands in The End. * * @param biome the biome to be added * @param weight the weight of the entry. The weight in this method corresponds to its selection likelihood, with @@ -59,8 +59,8 @@ public static void addHighlandsBiome(RegistryKeyAdds a custom biome as a small end islands biome with the specified weight; small end island biomes - * make up the smaller islands in between the larger islands of the end.
+ * Adds a custom biome as a small end islands biome with the specified weight; small end island biomes + * make up the smaller islands in between the larger islands of the end. * * @param biome the biome to be added * @param weight the weight of the entry. The weight in this method corresponds to its selection likelihood, with @@ -72,9 +72,9 @@ public static void addSmallIslandsBiome(RegistryKeyAdds the biome as an end midlands of the parent end highlands biome. End Midlands make up the area on + * Adds the biome as an end midlands of the parent end highlands biome. End Midlands make up the area on * the large outer islands between the highlands and the barrens and are similar to edge biomes in the - * overworld. If you don't call this method, the vanilla biome will be used by default.
+ * overworld. If you don't call this method, the vanilla biome will be used by default. * * @param highlands The highlands biome to where the midlands biome is added * @param midlands the biome to be added as a midlands biome @@ -87,9 +87,9 @@ public static void addMidlandsBiome(RegistryKeyNOTE: If you do not add to the vanilla Overworld tag, be sure to add to * {@link net.minecraft.registry.tag.BiomeTags#STRONGHOLD_HAS_STRUCTURE} so * some Strongholds do not go missing.) */ diff --git a/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalBlockTags.java b/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalBlockTags.java index 7ba67dee7a..70ef546afc 100644 --- a/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalBlockTags.java +++ b/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalBlockTags.java @@ -121,8 +121,8 @@ private ConventionalBlockTags() { /** * A storage block is generally a block that has a recipe to craft a bulk of 1 kind of resource to a block * and has a mirror recipe to reverse the crafting with no loss in resources. - *
- * Honey Block is special in that the reversing recipe is not a perfect mirror of the crafting recipe + * + *Honey Block is special in that the reversing recipe is not a perfect mirror of the crafting recipe
* and so, it is considered a special case and not given a storage block tag.
*/
public static final TagKey Note, fluid tags should not be plural to match the vanilla standard.
* This is the only tag category exempted from many-different-types plural rule.
*
* (See {@link net.fabricmc.fabric.api.transfer.v1.fluid.FluidConstants} for the correct droplet rates for containers)
diff --git a/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalItemTags.java b/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalItemTags.java
index 0ad00f20b4..215a807ed6 100644
--- a/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalItemTags.java
+++ b/fabric-convention-tags-v2/src/main/java/net/fabricmc/fabric/api/tag/convention/v2/ConventionalItemTags.java
@@ -275,8 +275,8 @@ private ConventionalItemTags() {
* Tag that holds all blocks and items that can be dyed a specific color.
* (Does not include color blending items like leather armor.
* Use {@link net.minecraft.registry.tag.ItemTags#DYEABLE} tag instead for color blending items)
- * Note: Use custom ingredients in recipes to do tag intersections and/or tag exclusions
* to make more powerful recipes utilizing multiple tags such as dyed tags for an ingredient.
* See {@link net.fabricmc.fabric.api.recipe.v1.ingredient.DefaultCustomIngredients}
* children classes for various custom ingredients available that can also be used in data generation.
@@ -303,8 +303,8 @@ private ConventionalItemTags() {
/**
* A storage block is generally a block that has a recipe to craft a bulk of 1 kind of resource to a block
* and has a mirror recipe to reverse the crafting with no loss in resources.
- * Honey Block is special in that the reversing recipe is not a perfect mirror of the crafting recipe
* and so, it is considered a special case and not given a storage block tag.
*/
public static final TagKey Resource Pack refers to both client-sided resource pack and data pack.
+ *
*
Quick note about vocabulary in Minecraft:
Quick note about vocabulary in Minecraft:
+ * Resource Pack refers to both client-sided resource pack and data pack.
*
- * Modded Resource Pack Handling
There are two types of resource packs that mods can provide.
+ *Mods can "bundle" resource packs with the mod by putting files inside the {@code assets} or {@code data} + *
The Resource Loader adds manually registered mod resource packs. Those resource packs are located inside the + *
Bundled resource packs support Programmer Art and High Contrast vanilla resource packs. Simply place assets + *
Mod A ({@code mod_a} provides a bundled resource pack with both Programmer Art and High Contrast support. + *
Suppose the user then enables both the Programmer Art and High Contrast, and the Resource Packs screen lists * "Vanilla", "Fabric", Programmer Art, "Extra", and High Contrast. Internally, there are 4 hidden packs:
@@ -60,11 +60,11 @@ * *Note that while the current behavior is to sort bundled resource packs by mod ID in descending order (A to Z), this may change over time.
* - *The Resource Loader allows mods to register resource reload listeners through + *
This module provides common facilities for the transfer of fluids and other game resources. * - *
Implementors of transfer variant storages with a fixed number of "slots" or "tanks" can use * {@link net.fabricmc.fabric.api.transfer.v1.storage.base.SingleVariantStorage SingleVariantStorage}, * and combine them with {@link net.fabricmc.fabric.api.transfer.v1.storage.base.CombinedStorage CombinedStorage}. * - *
The amount for fluid transfer is droplets, that is 1/81000ths of a bucket. * {@link net.fabricmc.fabric.api.transfer.v1.fluid.FluidConstants FluidConstants} contains a few helpful constants to work with droplets. @@ -57,20 +54,18 @@ * {@code Fluid}s that wish to render differently depending on the stored components can register a * {@link net.fabricmc.fabric.api.transfer.v1.client.fluid.FluidVariantRenderHandler FluidVariantRenderHandler}. * - *
The lookup already provides compatibility with vanilla inventories, however it may sometimes be interesting to use * {@link net.fabricmc.fabric.api.transfer.v1.item.InventoryStorage InventoryStorage} or * {@link net.fabricmc.fabric.api.transfer.v1.item.PlayerInventoryStorage PlayerInventoryStorage} when interaction with * {@code Inventory}-based APIs is required. * - *
Most of the documentation that follows is quite technical. * For an easier introduction to the API, see the wiki page. * - *
{@code + *{@code * for (StorageViewview : storage.nonEmptyViews()) { * // Do something with the view * }