Commit Graph

168 Commits

Author SHA1 Message Date
GabsPuNs
a300c41a9d Stuff 2026-04-04 03:36:58 -04:00
GabsPuNs
757087d427 Update to C++20 2026-04-03 21:25:29 -04:00
GabsPuNs
385c1c711a Quick Equipment 2026-04-01 20:15:32 -04:00
GabsPuNs
489e19435c Localization for Classic Crafting 2026-04-01 01:42:18 -04:00
GabsPuNs
3523e3450c Add 2x2 classic crafting 2026-04-01 01:24:32 -04:00
GabsPuNs
e41642fe0b Update UILayer.cpp 2026-03-31 17:33:52 -04:00
GabsPuNs
deea6c12a6 Added 3x3 Crafting Menu 2026-03-31 06:19:16 -04:00
GabsPuNs
ebeaf84152 Oops 2026-03-30 00:16:56 -04:00
GabsPuNs
545eec51cb Use old options in 1080p until new options get ported 2026-03-30 00:14:59 -04:00
GabsPuNs
822e7f7c94 Fixes
- Disable annoying label in the hud.
- Updated game logo.
2026-03-29 23:24:55 -04:00
GabsPuNs
58461bfa3f Fixes
Renamed LoadOrJoinMenu to LoadCreateJoinMenu.
Fixed a Memory Leak.
Fixed GamemodeSlider.
2026-03-29 19:53:49 -04:00
GabsPuNs
340d1fa0f9 Rename Better Water option to Mipmaps Blend 2026-03-29 15:44:34 -04:00
GabsPuNs
a0f9d0f4d7 Revert "Remove Extra graphics mode."
This reverts commit 168b38249c.
2026-03-29 15:40:50 -04:00
GabsPuNs
940eaa54ac Classic Crafting (Dont Work) + Ice Texture Update 2026-03-29 15:40:36 -04:00
GabsPuNs
2e442104a2 TU 25 blocks + Cave Sound Option 2026-03-29 05:04:10 -04:00
GabsPuNs
168b38249c Remove Extra graphics mode.
Not needed anymore in TU25
2026-03-29 01:21:16 -04:00
GabsPuNs
ad46c41e5d Better Mipmaps 2026-03-29 00:39:31 -04:00
GabsPuNs
edef78e648 TU25 Assets 2026-03-29 00:25:48 -04:00
GabsPuNs
f79ca9e411 Support for TU24 has been extended.
Since the TU25 update still requires a lot of work and the TU24 version does not yet include all the features, I have decided to continue working with the TU24 version for now.

Merge latest changes from Minecraft Consoles:
* Added support for Big-Endian DLCs.
* Fix redstone tick persistence on chunk unload.
* Fix pistons permanently breaking server-wide on dedicated servers.
* Fix Ender Dragon damage and End Poem crash.
* Disable font mipmapping to get rid of artifacts on signs.

Other:
* Music Fixes.
* Added missing sounds (Caves, Horse Eat, Sheep Shear, Water Swim, Thorns)
* Remove duplicated sounds.
* Added High Quality ver of "The End Dragon Alive" music.
* Fix Mobs sounds volume.
* Added Old Swing Animation Option.
* Added Graphics Mode (Potato, Fast, Fancy and Extra)
* Fix a small memory leak with signs.
* Fixed Pig Zombies attacking creative players.
2026-03-28 06:27:19 -04:00
GabsPuNs
7deba3acb2 Final Update for TU24 2/3
LCE Renewed
- Merged some fixes and code updates from TU25.
* Fixed transparent items in hand.
* Beacon beams fixes.
- Fixed a crash when a dispenser is dispensing water or lava when the dispenser is blocked.

Minecraft Consoles
- Merged Asynchronous server joining
- Memory leak fix: Make chunks unload properly

Other
- Fixed Server Menu and Rename World Menu in 720p Res
2026-03-25 05:01:35 -04:00
GabsPuNs
461e0f13dc Final Update for TU24 Part 1
Merged Minecraft-Consoles and LCE Renewed Latest Changes
 - Fixed Ice and Stained Glass X-Ray.
 - Fix initial cursor position for in-game UI elements.
 - Make handleParticleEvent actually parse the particle type instead of hardcoding hearts.
 - Add advanced tooltips, F3+H combo, and handle settings.

Other Fixes & Changes.
 - The sound from the portal was reduced.
 - Stained Glass removed from creative mode.
 - New F3 Menu.
 - Reduced UI Sounds volume by 25%.
 - Minor Fixes.
2026-03-24 04:07:17 -04:00
GabsPuNs
4acbe79ac0 Remove 64 chunks option. It Crash the game in any world size. 2026-03-23 01:25:09 -04:00
GabsPuNs
c741b8f764 Remove X360 DLCs too 2026-03-22 23:01:22 -04:00
GabsPuNs
314d5038f6 Merge again
Skip stained glass commit. It will be added with the TU25 commit.
2026-03-22 22:47:02 -04:00
GabsPuNs
7e6d9c54c9 Revert change made by Void 2026-03-22 19:28:27 -04:00
GabsPuNs
78419d67d1 Merge Latest changes from Minecraft Consoles 2026-03-22 19:23:08 -04:00
GabsPuNs
10e23d3422 Update UIScene_SkinSelectMenu.cpp 2026-03-22 03:05:08 -04:00
GabsPuNs
5f747ee89f Update UIScene_LoadMenu.cpp 2026-03-22 02:39:43 -04:00
GabsPuNs
c53c70a909 Rename 2026-03-22 00:39:19 -04:00
GabsPuNs
bc7f5d1e5f Sound Fixes 2026-03-21 21:51:42 -04:00
GabsPuNs
1cd9a4a043 Fixes 2026-03-21 20:06:23 -04:00
GabsPuNs
dd839194ce More audio changes 2026-03-21 16:27:55 -04:00
GabsPuNs
6eb7e7a0ee Fix game crashing if DLC has XMLVERSION paramater #1285 2026-03-21 06:14:16 -04:00
GabsPuNs
532c468048 Update 4J libs 2026-03-21 05:11:41 -04:00
GabsPuNs
702f27ac34 Better Mipmaps, Fix Sign in 720p res, TU19 Tutorial 2026-03-21 02:49:04 -04:00
GabsPuNs
3f74c89fdf Fix Music and DLCs Saves 2026-03-21 01:43:53 -04:00
GabsPuNs
6932b8bb91 Update SoundEngine.cpp 2026-03-21 00:05:17 -04:00
GabsPuNs
180b4a117b Revert "NULL to nullptr"
This reverts commit 4b4b20a84b.
2026-03-21 00:04:26 -04:00
GabsPuNs
0d0ca31dfc Fix .c files 2026-03-20 23:58:46 -04:00
GabsPuNs
4b4b20a84b NULL to nullptr 2026-03-20 23:51:37 -04:00
GabsPuNs
cc6403cf9a Port Audio Changes from Renewed 2026-03-20 23:30:30 -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
rtm516
02a5961f39 Move project to CMake (#781)
* Move to cmake

* Move sources to source_groups and ditch more old VS files

* Add BuildVer.h generation

* Break out cmake source lists to platforms

* Don't copy swf files

* Revert audio changes from merge

* Add platform defines

* Match MSBuild flags

* Move BuildVer.h to common include and fix rebuild issue

* Seperate projects properly

* Exclude more files and make sure GameHDD exists

* Missing line

* Remove remaining VS project files

* Update readme and actions

* Use incremental LTCG

* Update workflows

* Update build workflows and output folder

* Disable vcpkg checks

* Force MSVC

* Use precompiled headers

* Only use PCH for cpp

* Exclude compat_shims from PCH

* Handle per-platform source includes

* Copy only current platform media

* Define Iggy libs per platform

* Fix EnsureGameHDD check

* Only set WIN32_EXECUTABLE on Windows

* Correct Iggy libs path

* Remove include of terrain_MipmapLevel

* Correct path to xsb/xwb

* Implement copilot suggestions

* Add clang flags (untested)

* Fix robocopy error checking

* Update documentation

* Drop CMakePresets.json version as we dont use v6 features

* Always cleanup artifacts in nightly even if some builds fail

* Re-work compiler target options

* Move newer iggy dll into redist and cleanup

* Fix typos

* Remove 'Source Files' from all source groups

* Remove old ps1 build scripts
2026-03-17 16:39:22 -05:00
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
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
GabsPuNs
5a59f5d146 Update to more accurate logo (#1305)
* Updated Logo

* Updated two old files.
2026-03-16 19:00:51 -05:00
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
kuwa
f483074cd2 Dedicated Server Software - Minecraft.Server.exe (#498)
* add: Dedicated Server implementation

- Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management.
- Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server.
- Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server.
- Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files.

* add: refactor world loader & add server properties

- Introduced ServerLogger for logging startup steps and world I/O operations.
- Implemented ServerProperties for loading and saving server configuration from `server.properties`.
- Added WorldManager to handle world loading and creation based on server properties.
- Updated ServerMain to integrate server properties loading and world management.
- Enhanced project files to include new source and header files for the server components.

* update: implement enhanced logging functionality with configurable log levels

* update: update keyboard and mouse input initialization 1dc8a005ed

* fix: change virtual screen resolution to 1920x1080(HD)

Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`,
the app crashes unless the virtual screen is set to HD.

* fix: dedicated server build settings for miniaudio migration and missing sources

- remove stale Windows64 Miles (mss64) link/copy references from server build
- add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj
- add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj
- fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build

* update: changed the virtual screen to 720p

Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage.

* add: add Docker support for Dedicated Server

add with entrypoint and build scripts

* fix: add initial save for newly created worlds in dedicated server

on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately.

* update: add basically all configuration options that are implemented in the classes to `server.properties`

* update: add LAN advertising configuration for server.properties

LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode).

* add: add implementing interactive command line using linenoise

- Integrated linenoise library for line editing and completion in the server console.
- Updated ServerLogger to handle external writes safely during logging.
- Modified ServerMain to initialize and manage the ServerCli for command input.
- The implementation is separate from everything else, so it doesn't affect anything else.
- The command input section and execution section are separated into threads.

* update: enhance command line completion with predictive hints

Like most command line tools, it highlights predictions in gray.

* add: implement `StringUtils` for string manipulation and refactor usages

Unified the scattered utility functions.

* fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race

Before this change, server/host shutdown closed sockets directly in
ServerConnection::stop(), which bypassed the normal disconnect flow.
As a result, clients could be dropped without receiving a proper
DisconnectPacket during stop/kill/world-close paths.

Also, WinsockNetLayer::Shutdown() could destroy synchronization objects
while host-side recv threads were still exiting, causing a crash in
RecvThreadProc (access violation on world close in host mode).

* fix: return client to menus when Win64 host connection drops

- Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64.
- When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow.
- Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down.
- Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions.

* update: converted Japanese comments to English

* add: create `Minecraft.Server` developer guide in English and Japanese

* update: add note about issue

* add: add `nlohmann/json` json lib

* add: add FileUtils

Moved file operations to `utils`.

* add: Dedicated Server BAN access manager with persistent player and IP bans

- add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use
- add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows
- add persistent player and IP ban checks during dedicated server connection handling
- add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json
- add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows
- add active-ban snapshot APIs and expiry-aware filtering for expires metadata
- add RAII-based dedicated access shutdown handling during server startup and teardown

* update: changed file read/write operations to use `FileUtils`.

- As a side effect, saving has become faster!

* fix: Re-added the source that had somehow disappeared.

* add: significantly improved the dedicated server logging system

- add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output
- forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer
- add named network logs for incoming, accepted, rejected, and disconnected connections
- cache connection metadata by smallId so player name and remote IP remain available for disconnect logs
- keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side

* fix: added the updated library source

* add: add `ban` and `pardon` commands for Player and IP

* fix: fix stop command shutdown process

add dedicated server shutdown request handling

* fix: fixed the save logic during server shutdown

Removed redundant repeated saves and eliminated the risks of async writes.

* update: added new sever files to Docker entrypoint

* fix: replace shutdown flag with atomic variable for thread safety

* update: update Dedicated Server developer guide

English is machine translated.
Please forgive me.

* update: check for the existence of `GameHDD` and create

* add: add Whitelist to Dedicated Server

* refactor: clean up and refactor the code

- unify duplicated implementations that were copied repeatedly
- update outdated patterns to more modern ones

* fix: include UI header (new update fix)

* fix: fix the detection range for excessive logging

`getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air.
The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`.

* update: add world size config to dedicated server properties

* update: update README add explanation of  `server.properties` & launch arguments

* update: add nightly release workflow for dedicated server and client builds to Actions

* fix: update name for workflow

* add random seed generation

* add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry

* fix: ghost player when clients disconnect out of order

#4

* fix: fix 7zip option

* fix: fix Docker workflow for Dedicated Server artifact handling

* add: add no build Dedicated Server startup scripts and Docker Compose

* update: add README for Docker Dedicated Server setup with no local build

* refactor: refactor command path structure

As the number of commands has increased and become harder to navigate, each command has been organized into separate folders.

* update: support stream(file stdin) input mode for server CLI

Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux.

* add: add new CLI Console Commands for Dedicated Server

Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player.

- default game.
- enchant
- experience.
- give
- kill(currently, getting a permission error for some reason)
- time
- weather.
- update tp & gamemode command

* fix: change player map icon to random select

* update: increase the player limit

* add: restore the basic anti-cheat implementation and add spawn protection

Added the following anti-cheat measures and add spawn protection to `server.properties`.
- instant break
- speed
- reach

* fix: fix Docker image tag

---------

Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
2026-03-15 02:32:50 -05:00
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