1.20.x Changelog 48.0 ==== - 48.0.31 Fix @GameTestGenerator not functioning correctly. Closes #9748 - 48.0.30 Optimise registries by using fastutils collections to minimize boxing. (#9749) - 48.0.29 Minor MDK changes (#9750) - 48.0.28 Improve mod loading error message for errors inside mod constructors (#9751) - 48.0.27 Add a CrashReportAnalyser that tries to identify the mod that crashed the game (#9732) - 48.0.26 Fix potential threading issue when registering CriteriaTriggers. Closes #9745 - 48.0.25 Move to a cache based crowdin solution instead of hitting the api every build. - 48.0.24 Fix Melon/Pumpkin stems having wrong plat type causing them to remain after trampling farmland. Fixes #9495 - 48.0.23 Fix loot tables not having their ids set. - 48.0.22 Make horses and llama's fire LivingFallEvent. Fixes #9743 - 48.0.21 Fix advancement screen being too dark. Fixes #9727 - 48.0.20 Fix ConditionalCodec having an inverted test. Closes #9742 Remove clean project on CI. Bump FG version to fix transitive issue on module path. - 48.0.19 More buildscript work Fixed ignoreList for client and server. Lazy configured a few more tasks Fixed early loading screen hardcoded names.. why? - 48.0.18 Bump guava to module path for jimfs. Fixes dedicated server. - 48.0.17 Revive custom ingredient types. - 48.0.16 Revive ConditionalRecipe and ConditionalAdvancement. Also directly add conditional support to all vanilla recipe data generators. - 48.0.15 Rewrite our GameTest hooks to be sane. Add game test to GlobalLootModifierTest which validates the smelting modifiers. Removed FakePlayer system, it's broken and needs a major rewrite. - 48.0.14 Cleanup FMLLoader and Launch Handlers. Cleanup some of the build.gradle Start work on restructuring test mods. They are now treated as their own jars, as well as having their mods.toml auto-generated. No more mods.toml conflicts! Add pattern matching support to Data run modlist. - 48.0.13 Fix Slot Index for Inventory Ticking Items (#9736) - 48.0.12 Make default Entity.getAddPacket automatically use Forge's enhanced spawn packet if nessasary. This spawn packet needs to be re-designed, it is effectively only there to hook into creating the new entity instance. This will be re-evaluated during the cleanup in 1.21+ - 48.0.11 Optimise path filter in mod loading (#9710) Co-authored-by: embeddedt <42941056+embeddedt@users.noreply.github.com> - 48.0.10 Fix ignitedByLava making blocks permanently flammable (#9735) Fixes #9730 - 48.0.9 Some BackgroundScanHandler code cleanup. Closes #9713 - 48.0.8 Fix missed patch causing new onInventoryTick method to not be called. - 48.0.7 Fixed PlayerDestroyItemEvent not triggering for Fishing Rods (#9729) - 48.0.6 Fix migration error causing nether and end portals to not function properly. - 48.0.5 Optimise `ForgeRegistry#validateContent` by removing optimization that ModLauncher broke. (#9715) - 48.0.4 Fix double message encoding in `Channel#toVanillaPacket` #9721 (#9722) Fix OpenContainer message not resetting reader index of additional data. - 48.0.3 Make CriteriaTriggers#register public again. Closes #9723 - 48.0.2 Fix Hunger bar rendering incorrectly. Fixes #9725 - 48.0.1 Send known channels to the server when they send us theirs. - 48.0.0 1.20.2 Release 47.999 ====== - 47.999.12 Enable ForgeLootTableProvider. - 47.999.11 Global Loot Modifiers - 47.999.10 Move old tests. - 47.999.9 1.20.2-rc2 - 47.999.8 1.20.2-rc1 - 47.999.7 1.20.2-pre4 - 47.999.6 1.20.2-pre3 - 47.999.5 Use official mappings for in-repo patches, will be converted to SRG during build. - 47.999.4 1.20.2-pre2 - 47.999.3 Fix debug overlay text not rendering. - 47.999.2 Make SimpleChannel use a varInt for the discriminator allowing essentially unlimited packets. - 47.999.1 Rewrite networking. - 47.999.0 1.20.2-pre1