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v0.3.0

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@HelloAIXIAOJI HelloAIXIAOJI released this 16 Jan 22:51
· 244 commits to master since this release
e558770

v0.3.0

  • New Features:
    • Blueprint Binding System: Introduced a binding mechanism allowing specific blueprint scripts to be bound to items.
    • Blueprint Workbench: A graphical interface designed for blueprint management, supporting binding and unbinding on handheld items with a built-in blueprint library preview.
    • Add-on Support Architecture:
      • Universal Event Context Mechanism: Introduced EventContextProvider and ContextProviders registries. Third-party mods can now register custom events and provide their own Level/Player extraction logic without modifying core code.
    • Changed Variable node type to ANY.
  • Optimizations:
    • Architectural Refactoring:
      • Event Dispatcher Decoupling: Completely removed hardcoded instanceof checks in EventDispatcher. Dispatching logic is now entirely driven by metadata and providers, significantly improving extensibility and maintainability.
      • Registry Robustness: Enhanced NodeHelper with overloaded registerEvent methods to support seamless binding of custom context providers during node registration.
  • Bug Fixes:
    • Type Safety: Fixed potential compilation issues related to generic type inference in EventMetadata and NetworkService.
    • Initialization Flow: Ensured EventDispatcher and NodeInitializer follow a more reliable initialization order to prevent registry freezing issues during mod loading.
    • Blueprint Editor: Fixed undo/redo functionality failures caused by component initialization order and reference caching; resolved click-through issues when nodes overlap by unifying Z-Order based interaction logic.
    • Blueprint System: Fixed an issue where blueprint mappings (mappings.json) failed to take effect immediately after updates due to uncleared server-side caches; implemented a cascading cache refresh mechanism for routing changes.

What's Changed

Full Changelog: v0.2.7...v0.3.0