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).
DLL injector + Python GUI for real-time server metrics.
Hooks into tick loop, chunk generation, and player chunk map
to collect timing data over TCP, displayed in a tkinter dashboard.
Includes bot spawner for load testing.
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.
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).
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.
Replace the 80% scaled approach with full-size logo bitmaps and
shift the ComponentLogo SWF placements up by 10px (proportionally
scaled for lower resolutions) to avoid occlusion by the load/join
menu. Add ShiftLogo.java tool for adjusting SWF placement offsets.
Replace MenuTitle and MenuTitleSmall bitmaps in skinHDWin.swf and
skinWin.swf with the custom LCRE (Legacy Console Edition Revelations)
logo, scaled to 80% within the original bitmap canvas to avoid
occlusion by the load/join menu.
Add ReplaceLogo.java and ExtractFromArc.java tools for SWF bitmap
replacement and arc file extraction. Keep original arc as .bak.
- Add VSync and Exclusive Fullscreen toggles to the graphics settings menu
- Rewrite D3D11 swap chain to use DXGI flip model with tearing support
- Fix black screen on resize by creating new swap chain instead of ResizeBuffers
- Revert conditional lighting optimization in Level::setTileAndData back to unconditional checkLight
- Revert deferred lightGaps flagging in LevelChunk::recalcHeight back to immediate lightGap calls
- Add SWF/ARC editing tools used to add new UI checkboxes