Commit Graph

130 Commits

Author SHA1 Message Date
ItzSonicFaner
84c228e80f Skins (#1)
Check if skin texture height is 64 or 32, slim skins, better slim skins parameters, zombie villager fix.

Co-authored-by: ItzSonicFaner <165782267+ItzSonicFaner@users.noreply.github.com>
Reviewed-on: https://codeberg.org/piebot/LegacyEvolved/pulls/1
Co-authored-by: ItzSonicFaner <itzsonicfaner@noreply.codeberg.org>
Co-committed-by: ItzSonicFaner <itzsonicfaner@noreply.codeberg.org>
2026-03-27 15:35:15 +01:00
piebot
b3ac4411fe Merge branch 'pr-1403' 2026-03-27 13:11:58 +03:00
Lord Cambion
10b7fc36d3 Biome Update! 2026-03-26 20:37:51 +01:00
ryleu
f3915a0603 add support for linux clang cross compiles 2026-03-24 10:05:40 -05:00
piebot
6646eefb5e Merge remote-tracking branch 'upstream/main' 2026-03-24 16:48:08 +03:00
piebot
d10deb4cc2 Revert "Merge pull request #12 from ItzSonicFaner/LegacyEvolved"
This reverts commit f5b134aa90, reversing
changes made to f0b06116c2.
2026-03-24 15:12:06 +03:00
piebot
5b2fd49b40 Revert "Changed Steve's skin from 64x64 to 64x32"
This reverts commit 4a96ce18b2.
2026-03-24 15:12:02 +03:00
Ayush Thoren
ed9cbae3f7 Fix initial cursor position for in-game UI elements (#1120)
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
2026-03-23 21:06:20 -05:00
Sylvessa
127465b0eb add advanced tooltips, F3+H combo, and handle settings (#1389) 2026-03-23 17:54:46 -05:00
piebot
4a96ce18b2 Changed Steve's skin from 64x64 to 64x32 2026-03-23 15:38:45 +03:00
Lord Cambion
9a6d126ae1 Stained Glass Survival Integration & Crafting UI Fix (#1195)
* Added Stained Glass

i found out that stained glass  was not accessible in survival, then i  saw they disabled it in the code

* Grouping glass correctly in crafting table

I removed the #if/endif from the ClothDyeRecipes.cpp and added a different one in StructureRecipies.cpp
also changed the Tile definition giving it the same
setBaseItemTypeAndMaterial of stained glass to group it correctly inside the crafting table UI.
also aincremented the Vertical Slot for crafting table to include many more craftings in the same group
2026-03-22 21:15:02 -05:00
Revela
39e46751bf Add clipboard paste support to UIControl_TextInput and UIScene_Keyboard (#1298)
Previously paste only worked in the chat screen. Wire Screen::getClipboard() into the two remaining text input paths so Ctrl+V works for sign editing, seed entry, server IP/port, and world name fields.
2026-03-22 21:09:10 -05:00
Sylvessa
b6e25415ca Remove redundant buffer in UIScene_SettingsGraphicsMenu.cpp (#1348) (#1380) 2026-03-22 18:37:59 -04:00
ItzSonicFaner
75a6d7efea Skins 2026-03-22 12:06:25 +02:00
Lord Cambion
20db8dcdce Endermite 2026-03-21 04:12:23 +01:00
Tranqlmao
07fd3222b8 Added Double Tall Plants
TODO:
Add Sunflower
Add natural spawning of these flowers
2026-03-20 01:53:28 -04:00
Lord Cambion
8c6da7ea22 saplings now have all the id 6 2026-03-19 22:30:49 +01:00
Lord Cambion
4198a014f3 prismarine fiex id 168,168:1,168:2 2026-03-19 19:35:43 +01:00
Lord Cambion
3f528adaa4 crafting 9ingredients [skip ci] 2026-03-19 18:34:54 +01:00
Lord Cambion
183d1e9c99 rabbit stew fix 2026-03-19 17:35:04 +01:00
piebot
451891909a Add Fish Types 2026-03-19 06:57:24 +03:00
Tranqlmao
5295de161f Prismarine Patch
Added the rest of prismarine items and blocks.
Added recipes for blocks (lantern excluded)
Parity crafting and creative menu locations
2026-03-18 20:48:28 -04:00
Tranqlmao
c6669c696f Added Prismarine Block
Will add the next blocks, pushing for consistency
2026-03-18 16:39:35 -04:00
Xenovyy
a94ee1ca22 Fixed the ear bleeding sound when using a slider with mouse controls (#1296)
* Fixed the ear bleeding sound when using a slider with mouse controls

Now only ticks every 9 "ticks" unless the slider has less than 18 possible values..

* cured rtm516's ocd

title

* rtm516 reaches enlightenment

* rtm516 reaches total enlightenment
2026-03-17 22:44:12 +00:00
Loki Rautio
1a3fcb5b20 Remove Miles Sound System from credits
we don't use it anymore!
2026-03-17 16:22:49 -05:00
Loki Rautio
a3ca23fdf6 Cleanup project credits and README 2026-03-17 16:15:26 -05:00
Lord Cambion
d55ec28291 ACACIA and DARK_OAK 2026-03-17 19:36:38 +01:00
Lord Cambion
566570c776 Partly added leaves. just need to fix colors 2026-03-17 17:53:23 +01:00
Alex
994a23f96b Fix save space indicator display
Include space indicator UI element in windows build, logic to handle getting save file sizes on windows
2026-03-17 07:44:52 -07:00
Tranqlmao
6fda682e26 Merge branch 'main' of https://github.com/piebotc/LegacyEvolved 2026-03-16 20:49:12 -04:00
Tranqlmao
36ad1a341e Sea Lanterns
Added Prismarine Crystals and Sea Lanterns
2026-03-16 20:33:21 -04:00
piebot
135108a485 Add Packed Ice 2026-03-17 01:44:44 +03:00
piebot
881462cd95 Merge branch 'main' of https://github.com/piebotc/LegacyEvolved 2026-03-16 22:40:16 +03:00
piebot
2539831608 Add wet sponges 2026-03-16 22:40:13 +03:00
Lord Cambion
230872ed36 Rabbit drops and mutton name changed 2026-03-16 19:30:33 +01:00
Lord Cambion
04f1e2fdd9 rabbit drops 2026-03-16 10:59:16 +01:00
Xenovyy
15ea3dc85c Adjusted Exit Game title (#1277)
* Adjusted Exit Game title

Replaced "Return to Xbox Dashboard" with "Exit Minecraft" on the exit game screen.

* Fixed Blending on Intro Sequence

Fixed Blocky, Crappy blending on the ESRB and Mojang Logos in the Intro Sequence.
2026-03-15 18:12:53 -05:00
piebot
b26d5e2a4f Merge branch 'main' of https://github.com/piebotc/LegacyEvolved 2026-03-16 02:04:53 +03:00
piebot
0bee09ecea Raw/Cooked Mutton
Also replaced item atlas with TU31's item atlas, and made item ids match java.
2026-03-15 22:46:02 +03:00
piebot
4be2e9da8f Fixed log rotation error 2026-03-15 04:02:50 +03:00
piebot
91203050fa Implement red sand and red sandstone. 2026-03-14 23:21:19 +03:00
piebot
bfb9568c1a Replace terrain.png with TU31's terrain.png 2026-03-14 20:00:34 +03:00
piebot
00d3ca7b9b Added Rose Types + jeb_ Easter egg 2026-03-14 00:51:31 +03:00
piebot
5dfcb348e3 Merge branch 'smartcmd:main' into main 2026-03-13 17:52:15 +03:00
ChristianF
348e44fe9e baby rabbits and craftings
incremented vertical slot for crafting table and implemented baby rabbit.
SpawnEgg named with Toast works too
2026-03-13 15:07:11 +01:00
MrTheShy
ad74d44300 Fix joining servers in split screen, splitscreen fixes (#1031)
* Fix split-screen join failing when connecting to a remote host via UI

When a non-host client connected to a remote server through the in-game
UI (as opposed to the -ip/-port command line flags), the global variables
g_Win64MultiplayerIP and g_Win64MultiplayerPort were never updated from
their defaults ("127.0.0.1" and the default port). JoinSplitScreen()
relies on these globals to open a second TCP connection for the local
split-screen pad, so it would always attempt to connect to localhost,
failing immediately on any remote session.

Fix: update g_Win64MultiplayerIP and g_Win64MultiplayerPort inside
JoinGame() once the primary connection is established. This ensures
subsequent JoinSplitScreen() calls always reach the correct host
regardless of how the session was joined.

Additionally, guard PushFreeSmallId() against recycling smallIds in the
range [0, XUSER_MAX_COUNT), which are permanently reserved for the
host's local controller slots. Previously, if a host-side local pad
disconnected its smallId could re-enter the free pool and be handed
to an incoming remote client, causing that client's IQNetPlayer slot
to collide with a local pad slot on the non-host machine.

* Fix tutorial popup positioning in split-screen viewports

Replace the manual switch-case that computed viewport origin with the shared GetViewportRect/Fit16x9 helpers (from UISplitScreenHelpers.h). This ensures the tutorial popup is positioned and scaled consistently with the rest of the split-screen UI, fitting a 16:9 box inside each viewport and applying safezone offsets correctly.

Also adds missing default:break to safezone switch statements to silence compiler warnings.

Made-with: Cursor

* Prevent split-screen join when game window is not focused

Add g_KBMInput.IsWindowFocused() guard to the tryJoin condition so that gamepad input from background windows does not accidentally trigger a split-screen player join. This avoids phantom joins when the user is interacting with another application.

* Open debug overlay in fullscreen UI group during split-screen

Pass eUIGroup_Fullscreen to NavigateToScene when opening the debug overlay, so it spans the entire window instead of being confined to a single split-screen viewport. This makes the debug info readable regardless of the current split-screen layout.

* Fix non-host split-screen connections missing world updates

Previously, secondary (non-host) split-screen connections used isPrimaryConnection()
to gate nearly all world update packets, meaning the second local player would never
receive tile updates, entity movement, sounds, particles, explosions, etc.

The fix introduces per-connection tracking of which entities and chunks each
ClientConnection has loaded, and uses that information to decide whether a secondary
connection needs to process a given packet or if the primary connection already
handled it.

New members in ClientConnection:
- m_trackedEntityIds: set of entity IDs this connection has received AddEntity/AddMob/AddPlayer etc. for
- m_visibleChunks: set of chunk coordinates (packed into int64) this connection has marked visible
- Both sets are cleared on close(), respawn (dimension change), and destructor

New helpers:
- findPrimaryConnection(): walks the MultiPlayerLevel connection list to find the connection on the primary pad
- shouldProcessForEntity(id): secondary connection skips the packet only if the primary is already tracking that entity
- shouldProcessForPosition(x, z): secondary connection skips the packet only if the primary already has that chunk visible
- anyOtherConnectionHasChunk(x, z): used when a chunk becomes invisible to avoid hiding it from the level if another connection still needs it
- isTrackingEntity(id): public accessor used by shouldProcessForEntity on the primary connection

Packet handler changes:
- handleMoveEntity, handleMoveEntitySmall, handleSetEntityMotion, handleTakeItemEntity:
  replaced isPrimaryConnection() with shouldProcessForEntity() so secondary
  connections still process movement for entities they know about
- handleExplosion, handleLevelEvent:
  replaced isPrimaryConnection() with shouldProcessForPosition() so block
  destruction and level events fire for the correct connection based on chunks
- handleChunkTilesUpdate, handleBlockRegionUpdate, handleTileUpdate, handleSignUpdate,
  handleTileEntityData, handleTileEvent, handleTileDestruction, handleComplexItemData,
  handleSoundEvent, handleParticleEvent:
  removed the isPrimaryConnection() guard entirely -- these are world-state updates
  that all connections must process regardless of which pad is primary
- handleChunkVisibilityArea / handleChunkVisibility:
  now populate m_visibleChunks; on visibility=false, setChunkVisible(false) is
  only called on the level if no other connection still has that chunk loaded
- handleAddEntity, handleAddExperienceOrb, handleAddPainting, handleAddPlayer,
  handleAddMob: now insert into m_trackedEntityIds on arrival
- handleRemoveEntity: now erases from m_trackedEntityIds on removal
- handleLevelEvent: removed a duplicate levelEvent() call that was always firing
  regardless of the isPrimaryConnection() check above it (latent bug)

MultiPlayerLevel: added friend class ClientConnection to allow access to the
connections list without exposing it publicly.

* Fix fullscreen progress screen swallowing input before load completes

Two issues in UIScene_FullscreenProgress::handleInput:

1. The touchpad/button press that triggers movie skip or input forwarding
   had no guard on m_threadCompleted, so pressing a button during the loading
   phase would fire the skip/send logic before the background thread finished.
   Added the m_threadCompleted check so that path is only reachable once
   the load is actually done.

2. The `handled = true` assignment was missing from that branch, so input
   events were not being consumed and could fall through to other handlers.
   Added it unconditionally at the end of the block.

* Update player count decrement logic in PlatformNetworkManagerStub

Refactor the condition for decrementing the player count in CPlatformNetworkManagerStub::DoWork. The previous check was replaced with a while loop to ensure that the player count is only decremented when there are more than one player and the last player's custom data value is zero. This change improves the handling of player connections in the network manager.

* Refactor safe zone calculations in UI components for consistency

Updated the safe zone calculations across multiple UI components to ensure symmetry in split viewports. Removed unnecessary assignments and added comments for clarity. Modified the repositionHud function to include an additional parameter for better handling of HUD positioning in split-screen scenarios.

* Gui.cpp: fix F3 debug overlay in splitscreen + minor perf cleanup

The F3 debug screen was badly broken in splitscreen: it used the GUI
coordinate space which gets distorted by the splitscreen scaling, so
text appeared stretched, misaligned or completely off-screen depending
on the viewport layout.

Fixed by setting up a dedicated projection matrix using physical pixel
coordinates (g_rScreenWidth / g_rScreenHeight) each time the overlay is
drawn, completely decoupled from whatever transform the HUD is using.
The viewport dimensions are now computed per screen section so the ortho
projection matches the actual pixel area of each player's quadrant.
Version and branch strings are only shown for player 0 (iPad == 0) to
avoid repeating them across every splitscreen pane.

Also removed a few redundant calculations that were being done twice in
the same frame (atan for xRot, health halves, air supply scaled value).
These are minor and have negligible real-world impact; more substantial
per-frame caching work (safe zone calculations etc.) will follow in a
separate commit.
2026-03-13 01:32:18 -05:00
piebot
c1124d2f26 Added Dirt and Stone Variants
Added podzol, coarse dirt, granite, polished granite, andesite, polished andesite, diorite, polished diorite.
2026-03-13 08:23:49 +03:00
ChristianFalegnami
71018169b5 Rabbit-1
Added Brown Rabbit model and a basic ai system.
added toast variant, others have to be implemented.
TODO:
add other variants, add their spawn in the biomes, add IDS_RABBIT And change sounds.
ADD color to the spwanegg.
2026-03-12 23:51:35 +01:00
piebot
ce0686afae fixed spruce being dark oak 2026-03-12 22:22:44 +03:00
piebot
483319befb revert to previous version 2026-03-12 19:37:50 +03:00