869 Commits

Author SHA1 Message Date
Loki
2fba264c08 Revert "Prevent contextually wrong music from playing (#1138)"
This reverts commit 2d41711055.
2026-04-14 17:00:35 -05:00
Loki Rautio
1533b2138f Swap critical.mp3 for critical.ogg (#1503) 2026-04-14 16:59:58 -05:00
Riley M.
c0da06e4ee major: Switch to forward slashes(+more) to fix compilation on Linux (#1403)
Notably also adds some metadata files for NixOS 

* add support for linux clang cross compiles

* add linux clang instructions

* un-capitalize Mob.horse.*

* update the description in flake.nix

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-04-14 16:47:37 -05:00
itsRevela
5133925be0 chore: sync upstream MinecraftConsoles through f78dec6e 2026-04-13 03:16:34 -05:00
itsRevela
0544add4e2 chore: remove redundant/unused 4JLibs files 2026-04-13 03:15:58 -05:00
Loki Rautio
f78dec6e00 Remove redundant/unused 4JLibs files
also adds some countermeasures against, yknow.
2026-04-13 01:26:36 -05:00
itsRevela
0d102b167f docs: add Latest entries for upstream sync through 78afb091 2026-04-13 01:00:03 -05:00
itsRevela
8c34855343 chore: sync upstream MinecraftConsoles through 78afb091 2026-04-13 00:54:24 -05:00
Tyler Reese
6913ce5323 fix: Implement missing critical hit sound (#1141) 2026-04-13 00:51:16 -05:00
DrPerkyLegit
71707fbb8c Add Chat Formatting Support For Servers (#1483) 2026-04-13 00:49:49 -05:00
GabsPuNs
ae9dbd837d Exclude more files, reduce build .zip size (#1374) 2026-04-13 00:48:43 -05:00
Toru the Red Fox
825e96da54 Request dedicated GPU (#850) 2026-04-13 00:47:00 -05:00
Botch
dea2bad0c4 fix: Disable font mipmapping (#1410) 2026-04-13 00:46:32 -05:00
DrPerkyLegit
ae3c843ee5 fix: Increase entity network limit to 16k entities (#1492) 2026-04-13 00:43:18 -05:00
DrPerkyLegit
6c572d4940 feat: Scrollable chat (#1493) 2026-04-13 00:42:04 -05:00
DrPerkyLegit
5e7ad7333e Better Text Scaling (#1494)
* f3 menu text scaling

* Reduce overscaling above 1080p

Restores original scaling for 1440p to try and keep the text size more
sane on high DPI monitors

---------

Co-authored-by: Loki Rautio <lokirautio@gmail.com>
2026-04-13 00:37:54 -05:00
Tyler Reese
78afb091a4 fix: Implement missing critical hit sound (#1141)
* Fix

* Crit Sound Now Plays On Death

* Revert BuildVer.h

---------

Co-authored-by: Loki <lokio.casebstv@gmail.com>
2026-04-12 23:24:29 -05:00
Tyler Reese
2d41711055 fix: Prevent contextually wrong music from playing (#1138) 2026-04-12 23:22:14 -05:00
DrPerkyLegit
14f8d793dd Add Chat Formatting Support For Servers (#1483)
* add chat support for html formatting

* html character serialization, normal color format support

* change for chat input handling on color

has a bug where the text after the cursor gets stripped of its color, need to make a function to backstep on a string and find the last used color codes, or get all color codes used before the string is split, and apply them to the start of the next string

* expose jukebox label as action bar like java

* prevent players from sending chat color

* restore non styled chat size check
2026-04-12 23:17:45 -05:00
GabsPuNs
bfcb621808 Exclude more files, reduce build .zip size (#1374)
* Fix Sign

* Exclude more files from the compilation.

* Remove Trial and Tutorial folder in Common, Tutorial world is in windows64media
2026-04-12 23:17:21 -05:00
Toru the Red Fox
050c501786 Request dedicated GPU (#850) 2026-04-12 22:56:24 -05:00
Botch
e5ce9a06cd fix: Disable font mipmapping (#1410)
Fixes visual artifacts with signs, improving legibility at distances
2026-04-12 22:55:07 -05:00
Us3ful"-Dev
e730033bcc fix: Prevent end poem crash (#1489)
Removed player name check that always fails to work on non host instances
2026-04-12 22:53:39 -05:00
rtm516
9e6e3de338 Improve actions file ignore rules (#1491)
* Add clang-format workflow for pull request checks

* Modify push paths in nightly workflow

Updated paths for push event to include all files except specified ones.

* Update paths for nightly-server workflow triggers

* Modify paths for pull request triggers

Update pull request workflow to include specific paths.

* Remove formatting check workflow
2026-04-12 22:52:34 -05:00
DrPerkyLegit
82c1ae1968 fix: Increase entity network limit to 16k entities (#1492) 2026-04-12 22:50:46 -05:00
DrPerkyLegit
c7014f6b18 feat: Scrollable chat (#1493)
* chat scrolling

* allow escape to close chat instead of opening pause
2026-04-12 22:50:16 -05:00
DrPerkyLegit
744048f455 Better Text Scaling (#1494)
* f3 menu text scaling

* Reduce overscaling above 1080p

Restores original scaling for 1440p to try and keep the text size more
sane on high DPI monitors

---------

Co-authored-by: Loki Rautio <lokirautio@gmail.com>
2026-04-12 22:48:08 -05:00
itsRevela
33bec8a93c docs: add Latest entries for recent client fixes
Covers the join-flow kick bug, the fullscreen and frame rate work, and the controller cursor speed fix.
2026-04-11 08:13:58 -05:00
itsRevela
abb18e3e12 fix: new players kicked when joining right after being whitelisted
When a new player was whitelisted while they were sitting on the join screen, their next attempt would insta-kick before the world ever loaded, and the retry after that would let them in for roughly 20 seconds before booting them with "connection closed". Two separate bugs were colliding.

The first kick was a stale cancel flag on the client. When the server rejects a join, the "Connecting to host..." screen tears down, and its teardown path fires the cancel callback defensively. That flag would latch on without ever being consumed, so the very first tick of the next join attempt saw it and immediately closed the fresh connection. Clearing the flag when a new join starts prevents this.

The second kick was an orphan on the server. When the first failed join's TCP dropped, its slot got recycled for the next successful join, but the half-built login object from the broken attempt was still in the pending queue. 30 seconds later its "login took too long" timer fired, and the disconnect packet it tried to send was routed to whoever currently held that slot, which was now the new in-world player. It landed on their live socket and kicked them. Telling the game's Socket layer about the TCP drop lets the orphan clean itself up, and refusing to write on an already-closing socket stops any late packet from leaking into the recycled slot.
2026-04-11 08:13:46 -05:00
itsRevela
f189234614 feat: uncap fps in fullscreen for lower input latency
Before this change, turning VSync off did not actually uncap your frame rate. The game ran in borderless fullscreen, where Windows' desktop compositor owns the display pipeline and applies its own VSync regardless of what the game asks for. So on a 240Hz monitor with a GPU that could draw 800fps, you still only saw 240 frames per second and the other 560 were thrown away. Worse, the frames you did see were up to a refresh cycle stale by the time they hit your eyes, which is input latency you can feel when moving the camera or aiming.

Fullscreen now uses true DXGI exclusive mode, where the compositor is out of the way and the swap chain writes directly to the display. Every frame the GPU produces lands on screen as soon as it is ready, so "VSync off" actually does something. Expect FPS to climb well past your monitor's refresh rate and the mouse to feel noticeably more responsive.

Exclusive fullscreen also displays at your monitor's native resolution with no driver-side scaling or filtering. The backbuffer is grown to match the monitor exactly before the transition, and the display mode is pinned to the backbuffer size so nothing in the output pipeline resamples your pixels on the way to the screen. The result is a crisp 1:1 image with none of the softening or greyish filter that stretched output can introduce.

Yes, this is the mode where screen tearing can happen. Tearing gets a bad reputation but it is a visual tradeoff, not a bug, and many players prefer it over the latency VSync causes. If you want to avoid tearing, just turn VSync on in the settings and the game will cap cleanly to your refresh rate. You now have a real choice between the two instead of "off" quietly being broken.

Under the hood, F11 and the saved fullscreen preference both route through a new ApplyExclusiveFullscreen path that does Microsoft's recommended transition: grow the window to cover the monitor, ResizeTarget with no scaling so the display mode is pinned to the backbuffer size, SetFullscreenState(TRUE), SetColorSpace1(sRGB), then a second ResizeTarget so picky drivers actually apply the mode. Exit forces a real decorated windowed state so F11 cycles cleanly between windowed and exclusive fullscreen. ResizeD3D skips its swap-chain-recreate path while in exclusive mode so it does not fight DXGI for ownership.

The swap chain's RefreshRate changes from a hardcoded 60Hz to 0/0 so DXGI matches the current display mode. Fixes an "input signal out of range" error that could happen on high-refresh monitors after entering fullscreen, where the monitor was being asked to renegotiate timing off of 240Hz down to 60Hz on every launch.
2026-04-11 06:19:22 -05:00
itsRevela
6c8f463707 fix: restore in-world rendering and aspect ratio via bitblt swap chain
The previous FLIP_DISCARD swap chain configuration was producing broken rendering and a stretched aspect ratio on startup and after window resize, because the closed-source 4J Renderer library holds hidden backbuffer references that prevent ResizeBuffers from succeeding in flip mode. Switches the swap chain to the legacy bitblt DISCARD model with BufferCount=1, which lets the "destroy old, create new" resize path in ResizeD3D work cleanly. In-world rendering and aspect ratio are now correct at launch and across window resizes.

Known regression from this change: screen tearing no longer works when VSync is off. On Windows 10 and 11, bitblt swap chains always go through the DWM compositor, which locks presentation to the monitor refresh rate regardless of the SyncInterval parameter we pass to Present. Every frame the renderer produces above the refresh rate is silently dropped by DWM, which hurts input latency compared to a true uncapped-fps presentation path. The next iteration will reverse-engineer the 4J Renderer struct layout to find where those hidden backbuffer references are stored, release them before ResizeBuffers, and switch back to FLIP_DISCARD with ALLOW_TEARING so real tearing is possible again.

Also removes the dead SwapChainVSyncProxy COM wrapper. The proxy was originally intended to intercept Present calls from the Renderer library for VSync control, but the library hardcodes SyncInterval=1 and does not dispatch Present through the proxy vtable, so it was never actually doing anything useful.
2026-04-11 02:49:53 -05:00
Revela
b67889485f Remove Discord link from README
Removed Discord badge from README.
2026-04-11 02:09:48 -05:00
itsRevela
17eae2b41e chore: sync upstream MinecraftConsoles through d25b762c
Reviewed 8 upstream commits from smartcmd/MCLCE/MinecraftConsoles and recorded the result as a merge so GitHub stops reporting "behind upstream". All accepted changes were cherry-picked earlier in this branch, and this commit only absorbs the upstream commit SHAs as reachable ancestors using the "ours" merge strategy, so no tree changes come in from this commit itself.

Applied:
- 98a86fc6 feat: set intro scene background to white (#1474)
- 413baace fix: reorder autosave tick to account for weak hardware (#1482)
- d25b762c Fix _jeb easter egg on sheep (#1488)

Partially applied:
- d0786f95 Update more references to old smartcmd repo (credits reorganization and Star History URL applied, Nightly download URLs dropped since our fork has its own release pipeline, itsRevela added to Project Maintainers on top of upstream's restructure)

Already present:
- b928351e Update Windows64_Minecraft.cpp (#1468). Unicode WinAPI conversion was already applied during our Linux cross-compile work, so this was a no-op cherry-pick.
2026-04-11 02:06:01 -05:00
Tyler Reese
7ea30d026c Fix _jeb easter egg on sheep (#1488)
Fixed the original jeb sheep behavior.

For some reason the later code (now commented out) just completely overrid it
2026-04-11 02:02:23 -05:00
itsRevela
a07bc651b3 chore: sync credits screen and Star History with upstream org rename
The upstream project (formerly smartcmd/MinecraftConsoles, now MCLCE/MinecraftConsoles) reorganized their in-game credits screen. This pulls in that restructure so our credits accurately reflect who the current and former upstream maintainers are, and points the attribution URL at the right place. codeHusky and mattsumi stay as Project Maintainers, and itsRevela is added alongside them. smartcmd, Patoke, and rtm516 move to a new Former Maintainers section. The contributor count ticks up from 100+ to 120+, and the credit URL at the bottom now reads github.com/MCLCE/MinecraftConsoles with a "(formerly smartcmd/MinecraftConsoles)" line underneath it.

On the README side, only the Star History chart URL was updated from smartcmd to MCLCE. The Nightly client and dedicated server download links stay pointed at itsRevela/LCE-Revelations since our fork has its own release pipeline.

Upstream attribution: d0786f95 by Loki Rautio. Applied as a partial cherry-pick with the two Nightly download URL hunks dropped and itsRevela added to the maintainer list.
2026-04-11 02:01:26 -05:00
Sylvessa
aedb6125b6 fix: reorder autosave tick to account for weak hardware (#1482) 2026-04-11 01:52:58 -05:00
Fireblade
37ee04356b feat. set intro scene background to white (#1474) 2026-04-11 01:52:01 -05:00
itsRevela
28d997a8d0 chore: rename project from MinecraftConsoles to LCE-Revelations
The personal repo was renamed from itsRevela/MinecraftConsoles to itsRevela/LCE-Revelations, so this sweeps the rest of the codebase to match. In-game, the credits screen now shows "LCE-Revelations" instead of "MinecraftConsoles" as the project heading. In the README, the Nightly client and dedicated server download links point at the new repo URL, and the Docker image reference is now ghcr.io/itsrevela/lce-revelations-dedicated-server. The dedicated server's generated server.properties file also picks up a new header comment reflecting the rename.

For folks building from source: the CMake project name was renamed, so when you configure the build the generated solution file is now LCE-Revelations.sln instead of MinecraftConsoles.sln. The Nix flake description and the Nightly release uploader script were updated to match, and a historical FourKit port reconnaissance document was removed since that port is already complete.

Also restored the Fluxer server link at the top of the README, which was lost when the repo was fast-forwarded from the upstream that got griefed.
2026-04-11 01:38:35 -05:00
itsRevela
a191df1f2e fix: controller cursor speed no longer scales with framerate
When framerate was uncapped (vsync off, high-end hardware), the controller cursor in the inventory and creative menus moved way too fast. Basically unusable unless you switched to the dpad. The cursor update was tied to how often the screen redraws, so the faster the game ran, the faster the cursor flew.

Now the cursor moves a smaller distance per frame at higher framerates, so the actual on-screen speed stays the same whether you're at 60 FPS or 600 FPS.

While fixing this I also found an old workaround that was rounding the cursor position to whole pixels every frame and nudging it by 1 pixel to keep it from getting stuck. That nudge was pointing the wrong way on the vertical axis, which made up/down movement feel broken once the per-frame distance got small. Removed the rounding and the nudge. The cursor can now hold a fractional position between frames, and the part of the code that actually draws the cursor still snaps it to whole pixels on screen.

Fixes #3
2026-04-10 21:38:43 -05:00
itsRevela
8f41d34325 fix: redirect AppContext.BaseDirectory to server root for FourKit plugins
AppContext.BaseDirectory pointed to the runtime/ subfolder where the
self-contained .NET payload lives, causing plugins that use it for file
paths to write to the wrong directory. Now set to the server exe
directory at startup via AppContext.SetData.

Also adds serverDirectory and dataDirectory properties to ServerPlugin
so plugin authors have convenient access to the server root and a
per-plugin data folder (plugins/<PluginName>/) without needing to
resolve paths manually.
2026-04-10 02:03:44 -05:00
itsRevela
d14e46701c feat: add stress testing tool for dedicated server stability validation
Python-based bot tool that rapidly connects/disconnects to the server
using the full LCE protocol (PreLogin, Login, cipher handshake, identity
tokens, keepalive). Configurable concurrent bots, hold times, burst
joins, movement packets, and duration. Includes batch files for common
test scenarios (basic, aggressive, movement, burst, endurance).
2026-04-10 02:03:20 -05:00
itsRevela
20229fc07b fix: dedicated server thread safety, disconnect deadlock, and console freeze
- Protect PlayerList and ServerConnection players vectors with critical
  sections; all iterations use copy-on-read snapshots to prevent iterator
  invalidation during concurrent join/leave
- Add null check on player bounding box in movement validation to prevent
  crash when player is removed mid-tick
- Re-validate socket player pointer immediately before SendData to narrow
  the TOCTOU race window on disconnect
- Replace inline disconnect cleanup with a queued system drained on the
  main tick thread, eliminating the done_cs -> m_playersCS lock inversion
  that caused deadlocks under load
- Disable Windows QuickEdit mode at server startup to prevent console
  input selection from freezing the process
- Move chunk priority sort behind ServerConnection::sortPlayersByChunkPriority()
  to keep the players vector lock-protected
2026-04-10 01:12:59 -05:00
itsRevela
055bce517d docs: add Beacon Menu Fixes to Latest section in README 2026-04-09 21:58:29 -05:00
itsRevela
9c9df615a1 fix: beacon menu item consumption, data sync, and button state issues
- 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
2026-04-09 21:34:48 -05:00
Tyler Reese
d25b762ca5 Fix _jeb easter egg on sheep (#1488)
Fixed the original jeb sheep behavior.

For some reason the later code (now commented out) just completely overrid it
2026-04-08 22:34:48 -05:00
Revela
657fdd7108 Update Discord invite link in README 2026-04-08 14:00:53 -05:00
itsRevela
d3b4713f00 docs: add feature summary blurb and Latest entries for Linux cross-compile and FourKit plugin support 2026-04-08 13:54:38 -05:00
Revela
1e1550a1b8 Update project description in README.md 2026-04-08 13:13:55 -05:00
Revela
1a98bc6a19 Update project title in README.md 2026-04-08 13:12:40 -05:00
itsRevela
71b1bf92b8 Revert "fix: tutorial world"
This reverts commit 222852c11b.
2026-04-08 13:00:44 -05:00