Plex-FAWE/COMPILING.adoc

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= Compiling
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Make 1.18 to be effectively in a usable state (#1452) * Update swathes of easy-to-update-sort-of-code. - Untested - Should compile but NMF broken something - Several todos: - biome history//better support (move to biome sections in core) - regen (haha lol no thanks, someone else can do that) - probably actually do the palette stuff that probably won't work in PaperweightPlatformAdapter * ci: Provide basic Jenkinsfile for ghprb pipeline * build: Update paperweight * upstream: Update Upstream de6fa17 Add getBrush helper for use with instanceof pattern matching (1926) * FAWE will now load on startup * it....works? * Begin to allow biome edits (and fix biomes reverting to plains upon editing blocks) * Add new blocks/block properties * Only create biome palette if supplies is null * Fix biome operations * Finally get removing BlockID done (major version change allows it) * refactor!: Drop PlotSquared v4 Fawe 2.0.0 and newer requires Java 17, PlotSquared v4 supports 1.13 and 1.14, Fawe wont work on these versions nevertheless and refuses to load due Java version incompatiblities with older versions. Newer versions can use PlotSquared v6. * docs: Update readme * Added and removed some comments * Added and removed some comments * refactor: Rename worldedit configuration * build: Re-add 1.17 module This the a very nasty commit * chore: Implement missing methods * build: Update paperweight * upstream: Update upstream 6df194e Remove finalize, use a Cleaner instead (1943) 9843a4f Fix snapshots in 1.18 (1959) * ci: Escape workflows * build: Update paperweight to 1.18.1 * build: Update Paster * Fix compilation * Bump to 1.18.1 * Do both 1.18 and 1.18.1 Co-authored-by: Alex <mc.cache@web.de> * Fix single-block lookups * Reserve ordinals 0 through 3 for air/"reserved" * Create block palette data with values * Fix classpath for testing for starlight * Correctly use block rather than sky light layer [not used in paper] Co-authored-by: NotMyFault <mc.cache@web.de> Co-authored-by: Matt <4009945+MattBDev@users.noreply.github.com>
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You can compile FastAsyncWorldEdit as long as you have some version of Java greater than or equal to 17 installed. Gradle will download JDK 17 specifically if needed,
but it needs some version of Java to bootstrap from.
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Note that if you have JRE 8 installed, Gradle will currently attempt to use that to compile, which will not work. It is easiest to uninstall JRE 8 and replace it with JDK 17.
You can get the JDK 17 link:https://adoptium.net/[here] from Adoptium.
The build process uses Gradle, which you do *not* need to download. FastAsyncWorldEdit is a multi-module project with three active modules:
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* `worldedit-core` contains the FastAsyncWorldEdit API
* `worldedit-bukkit` is the Bukkit plugin
* `worldedit-cli` is the command line interface
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== To compile...
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=== On Windows
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1. Shift + right-click the folder with FastAsyncWorldEdit's files and click "Open command prompt".
2. `gradlew clean build`
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=== On Linux, BSD, or Mac OS X
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1. In your terminal, navigate to the folder with FastAsyncWorldEdit's files (`cd /folder/of/fawe/files`)
2. `./gradlew clean build`
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== Then you will find...
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You will find:
* The core FastAsyncWorldEdit API in **worldedit-core/build/libs**
* FastAsyncWorldEdit for Bukkit in **worldedit-bukkit/build/libs**
* the CLI version in **worldedit-cli/build/libs**
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If you want to use FastAsyncWorldEdit, use the `FastAsyncWorldEdit-<identifier>` version obtained in **worldedit-bukkit/build/libs**.
(The `-#` version includes FastAsyncWorldEdit + necessary libraries.)
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== Other commands
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* `gradlew idea` will generate an link:https://www.jetbrains.com/idea/[IntelliJ IDEA] module for each folder.
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_Possibly broken_:
* `gradlew eclipse` will generate an link:https://www.eclipse.org/downloads/[Eclipse] project for each folder.
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