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.
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.
## Description
Fix issue where typing in a short seed on world creation doesn't save the seed correctly
## Changes
### Previous Behavior
Typing in a seed on the world creation menu that's less than 8 characters long will result in garbage data being saved as the seed. Happens with controller and KBM.
You can see this in-game - if you exit the world options menu and go back in, the seed will show up as boxes □□□.
Weirdly, if you type a seed again, it behaves as expected.
### Root Cause
For some reason, assigning `m_params->seed` to the seed text points it to garbage data, when it's 7 characters or less.
### New Behavior
Seed entry behaves as expected.
### Fix Implementation
- Added `static_cast<wstring>` before assignment to `m_params->seed`.
- Also replaced `(wchar_t *)` with `reinterpret_cast<wchar_t*>` in the functions.
### AI Use Disclosure
No AI was used
The tab player list and teleport menu now show the correct map marker
color for each player. The icon is computed using the same hash as the
map renderer (getRandomPlayerMapIcon) and stored by player name,
bypassing the unreliable small-ID lookup that produced wrong colors
on dedicated servers.
Register remote players in the client's IQNet array when their
AddPlayerPacket arrives, so they appear in the Tab player list.
Previously only the host and local player were registered.
Also filter the dedicated server's phantom host entry (slot 0, empty
gamertag) from the UI, fix tick() to update entries by smallId instead
of sequential index, and fix player removal to use gamertag matching
since XUIDs are 0 on dedicated servers.
The tab player list and teleport menu now show the correct map marker
color for each player. The icon is computed using the same hash as the
map renderer (getRandomPlayerMapIcon) and stored by player name,
bypassing the unreliable small-ID lookup that produced wrong colors
on dedicated servers.
Dragon melee damage: reassign sub-entity IDs to be sequential from
the parent entity ID in ServerLevel::entityAdded(), so the client's
offset-based ID calculation matches the server. Previously the server's
smallId pool allocated non-sequential IDs, causing melee attacks to
target entity IDs the server didn't recognize.
End portal transition: ensure the player entity is always added to the
new level when transitioning from The End, not just for non-End
dimensions. The addEntity call was previously gated behind a
lastDimension != 1 check that also excluded it from End exits.
End Poem crash: bounds-check the WIN_GAME event's player index before
accessing localplayers[], with a fallback to prevent null dereference
when the server sends an out-of-range index.
Register remote players in the client's IQNet array when their
AddPlayerPacket arrives, so they appear in the Tab player list.
Previously only the host and local player were registered.
Also filter the dedicated server's phantom host entry (slot 0, empty
gamertag) from the UI, fix tick() to update entries by smallId instead
of sequential index, and fix player removal to use gamertag matching
since XUIDs are 0 on dedicated servers.
Replace the boolean-flag-based async join system with a clean state machine
(eJoinState enum) and move connection progress handling from UIScene_JoinMenu
into UIScene_ConnectingProgress as a dedicated UI class.
Combines the best of two approaches: non-blocking sockets with select()
timeout and SO_RCVTIMEO clearing (prevents random disconnects) with the
upstream's state enum, FinalizeJoin separation, and ConnectingProgress UI.
JoinGame() now returns JOINGAME_PENDING on Win64, and
PlatformNetworkManagerStub::DoWork() polls the join state to finalize
the connection when the background thread succeeds.
Server list: edits and deletions now update the UI immediately by
calling SearchForGames() in ForceFriendsSessionRefresh() and
UpdateGamesList() on nav-back to LoadOrJoinMenu.
Connection: moved WinsockNetLayer::JoinGame() to a background thread
with non-blocking sockets (5s timeout, 3 retries). Users can cancel
with B/Escape during the attempt. Failed connections always show an
error dialog.
* 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