Replace the ArchiveFile-based media asset loading system with a new
FolderFile implementation that reads files directly from a folder
structure instead of from compressed .arc archives. This change
simplifies asset management and eliminates the need for pre-packaged
media archives.
Key changes:
- Added FolderFile class that indexes and reads files from a folder
- Updated Consoles_App to use FolderFile instead of ArchiveFile
- Modified CMake asset copy configuration to exclude platform-specific
media folders instead of .arc files
- Updated platform-specific media path references to point to folders
instead of .arc files
This enables easier development and debugging by allowing direct access
to media files without requiring archive extraction or repackaging.
Resolve merge conflicts across multiple components
Merge and synchronize XML locale changes
Ensure consistency between string resources and localization files
Minor fixes to restore successful builds after merge
- Prevent payment item from being consumed when submitting unchanged powers
- Reorder ServerPlayer::openBeacon to send ContainerOpenPacket before
addSlotListener so beacon data packets arrive after the client menu is ready
- Add BeaconMenu::broadcastChanges() to continuously sync levels and powers
to clients, matching the pattern FurnaceMenu already uses
- Initialize UIControl_BeaconEffectButton::m_lastState to prevent stale
heap memory from suppressing Iggy ChangeState calls on menu re-entry
Add dimension-aware tracking for boss mobs and update the boss health
GUI system to maintain independent state for each dimension (Overworld,
Nether, End). This prevents conflicts when multiple bosses exist across
different dimensions simultaneously.
- Add `getDimension()` to `BossMob` base class and implement in
`EnderDragon` and `WitherBoss`
- Replace static boss GUI state with dimension-indexed storage
- Introduce `getIndexFromDimension()` helper for dimension mapping
- Update rendering logic to use per-dimension state
- Isolate darkening effects and health display per dimension
Ported from LCERenewed commit 5ec8a0e41ba8146aba450258d8620cd3cb0299e0 by 3UR
Implement Book & Quill:
- IUIScene_WritingBookMenu and UIScene_BookAndQuillMenu for UI
- Edited UIControl_Label to add direct editing (quite hardcoded to my needs right now)
- Reimplement scrapped custom payload packets for books and signing
- Other misc changes
TODO:
- Coloured and scambled text
- Book copying
- Clean up code
Rewire the SWF focus chain via Iggy so VSync, Fullscreen, and Render
Distance are reachable with keyboard/gamepad navigation.
Cap render distance slider at 16 chunks. Shift graphics menu layout
up 60px for better centering.
Fix skin preview walk/attack animations running too fast with VSync
off by scaling per-frame increments by delta time relative to 60fps.
The walking and attack animations in the Change Skin menu were
frame-rate-dependent, advancing per render call with no delta time
scaling. With uncapped FPS they ran proportionally too fast.
Add time-based scaling relative to a 60fps baseline. The scale is
computed once per frame (cached for 0.5ms) so multiple skin previews
rendered in the same frame all animate at the correct speed.
Bypass the 4J RenderManager's hardcoded SyncInterval=1 by calling
the DXGI swap chain directly with Present(0, ALLOW_TEARING) when
VSync is disabled. Falls back to the library's Present on failure.
Relocate VSync/Fullscreen setting flags from bits 18-19 to bits 24-25
to eliminate overlap with the render distance byte (bits 16-23).
Sync the Fullscreen game setting when F11 is pressed so the graphics
menu checkbox stays accurate.
Remove tracked DumpSwf.class (already covered by tools/*.class gitignore).
BedrockFog removal via removeControl with centreScene=true triggered
Flash-side repositioning that didn't account for the tool-added VSync
and Fullscreen checkboxes, creating a gap after CustomSkinAnim and
causing RenderDistance to render behind Gamma.
On Windows64 (single player per client), the console splitscreen
host-check that removed BedrockFog/CustomSkinAnim is unnecessary.
Gate it behind #ifndef _WINDOWS64 so all controls stay visible.
Display hardcore heart textures when a world is in hardcore mode,
matching Java Edition behavior. Hearts switch between normal/hardcore
across all states (poison, wither, flash) and all HUD resolutions.
C++ changes:
- IUIScene_HUD: check isHardcore() and call SetHardcoreMode() each tick
- UIScene_HUD: send hardcore boolean to Flash via Iggy, invalidate
SetHealth dirty check on state change to force heart redraw
- CreateWorldMenu/LoadMenu: lock game mode to Survival when hardcore
- MinecraftServer: gate server.properties hardcore override behind
MINECRAFT_SERVER_BUILD so offline worlds preserve their saved flag
SWF changes (via new Java tools):
- AddHardcoreBitmaps: adds 10 hardcore heart bitmaps to graphics SWFs
- AddHardcoreHearts: adds 10 new frames (15-24) to health sprite
- PatchHudABC: patches HUD ActionScript bytecode with SetHardcore
method and frame offset logic (+14 normal/poison, +6 wither)
Also updates README changelog styling with consistent ### headings.