Rebrand LegacyForge to Weave Loader

Rename across entire codebase:
- LegacyForge -> WeaveLoader (identifiers, namespaces, classes, DLLs)
- LegacyForgeRuntime -> WeaveLoaderRuntime (C++ project)
- LegacyForge.API/Core/Launcher -> WeaveLoader.API/Core/Launcher (C# projects)
- [LegacyForge] -> [WeaveLoader] (log prefixes)
- legacyforge -> weaveloader (config files, log files, backup suffixes)
- Display name "Weave Loader" in README, CONTRIBUTING, LICENSE
This commit is contained in:
Jacobwasbeast
2026-03-06 23:31:18 -06:00
parent f5805fc740
commit fa195fdc2e
70 changed files with 336 additions and 336 deletions

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namespace WeaveLoader.API.Block;
public enum MaterialType
{
Air = 0,
Stone = 1,
Wood = 2,
Cloth = 3,
Plant = 4,
Dirt = 5,
Sand = 6,
Glass = 7,
Water = 8,
Lava = 9,
Ice = 10,
Metal = 11,
Snow = 12,
Clay = 13,
Explosive = 14,
Web = 15
}
public enum SoundType
{
None = 0,
Stone = 1,
Wood = 2,
Gravel = 3,
Grass = 4,
Metal = 5,
Glass = 6,
Cloth = 7,
Sand = 8,
Snow = 9
}
/// <summary>
/// Fluent builder for defining block properties.
/// </summary>
public class BlockProperties
{
internal MaterialType MaterialValue = MaterialType.Stone;
internal float HardnessValue = 1.0f;
internal float ResistanceValue = 5.0f;
internal SoundType SoundValue = SoundType.Stone;
internal string IconValue = "stone";
internal float LightEmissionValue = 0.0f;
internal int LightBlockValue = 255;
internal CreativeTab CreativeTabValue = CreativeTab.None;
internal string? NameValue;
public BlockProperties Material(MaterialType material) { MaterialValue = material; return this; }
public BlockProperties Hardness(float hardness) { HardnessValue = hardness; return this; }
public BlockProperties Resistance(float resistance) { ResistanceValue = resistance; return this; }
public BlockProperties Sound(SoundType sound) { SoundValue = sound; return this; }
/// <summary>Icon name in the terrain atlas. Use namespaced ID for mod textures (e.g. "examplemod:ruby_ore" from assets/blocks/ruby_ore.png), or vanilla names like "stone", "gold_ore".</summary>
public BlockProperties Icon(string iconName) { IconValue = iconName; return this; }
public BlockProperties LightLevel(float level) { LightEmissionValue = level; return this; }
public BlockProperties LightBlocking(int level) { LightBlockValue = level; return this; }
public BlockProperties Indestructible() { HardnessValue = -1.0f; ResistanceValue = 6000000f; return this; }
public BlockProperties InCreativeTab(CreativeTab tab) { CreativeTabValue = tab; return this; }
/// <summary>Display name shown in-game (e.g. "Ruby Ore"). Used for localization.</summary>
public BlockProperties Name(string displayName) { NameValue = displayName; return this; }
}

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namespace WeaveLoader.API.Block;
/// <summary>
/// Represents a block that has been registered with the game engine.
/// </summary>
public class RegisteredBlock
{
/// <summary>The namespaced string ID (e.g. "mymod:ruby_ore").</summary>
public Identifier StringId { get; }
/// <summary>The numeric ID allocated by the engine.</summary>
public int NumericId { get; }
internal RegisteredBlock(Identifier id, int numericId)
{
StringId = id;
NumericId = numericId;
}
}
/// <summary>
/// Block registration via the WeaveLoader registry.
/// Accessed through <see cref="Registry.Block"/>.
/// </summary>
public static class BlockRegistry
{
/// <summary>
/// Register a new block with the game engine.
/// </summary>
/// <param name="id">Namespaced identifier (e.g. "mymod:ruby_ore").</param>
/// <param name="properties">Block properties built with <see cref="BlockProperties"/>.</param>
/// <returns>A handle to the registered block.</returns>
public static RegisteredBlock Register(Identifier id, BlockProperties properties)
{
int numericId = NativeInterop.native_register_block(
id.ToString(),
(int)properties.MaterialValue,
properties.HardnessValue,
properties.ResistanceValue,
(int)properties.SoundValue,
properties.IconValue,
properties.LightEmissionValue,
properties.LightBlockValue,
properties.NameValue ?? "");
if (numericId < 0)
throw new InvalidOperationException($"Failed to register block '{id}'. No free IDs or invalid parameters.");
if (properties.CreativeTabValue != CreativeTab.None)
{
NativeInterop.native_add_to_creative(numericId, 1, 0, (int)properties.CreativeTabValue);
Logger.Debug($"Block '{id}' added to creative tab {properties.CreativeTabValue}");
}
Logger.Debug($"Registered block '{id}' -> numeric ID {numericId}");
return new RegisteredBlock(id, numericId);
}
}