MathiewMay
96e3832b22
Reverted the SetEntityMotionPacket.cpp changes
2026-03-11 13:36:49 -04:00
MathiewMay
026cb24d66
Revert "Fix entity ID TLS key recreating on every call of getSmallid() for linux, this caused a ID pool corruption."
...
This reverts commit 047615dbbe .
2026-03-11 13:29:14 -04:00
MathiewMay
e36e58609d
Reverted the SetEntityMotionPacket.cpp changes
2026-03-11 08:42:19 -04:00
MathiewMay
77deb67b4a
Revert "Rewrote the entity movement packets to use full 16-bit signed short increasing the entity ID limit from 2048 (artifical lce limit) to 32768 ids (0 to 32767)"
...
This reverts commit dac0e883b6 .
2026-03-11 08:39:22 -04:00
MathiewMay
047615dbbe
Fix entity ID TLS key recreating on every call of getSmallid() for linux, this caused a ID pool corruption.
2026-03-11 08:34:20 -04:00
MathiewMay
702839176e
Revert " applied changes requested by tropicaaal"
...
This reverts commit 41d8202c47 .
# Conflicts:
# Minecraft.World/Network/Packets/MoveEntityPacket.cpp
2026-03-11 08:29:24 -04:00
MathiewMay
41d8202c47
applied changes requested by tropicaaal
...
"i would prefer that these be cast to sized integer types int8_t for portability reasons."
"The light layer changes are ultimately a hack over the broken renderer implementation and probably out of scope for this PR. There's an in-progress fix for the root cause of this, so this should be removed."
"std::numeric_limits<int16_t>::max()"
2026-03-10 18:20:33 -04:00
MathiewMay
752daaa873
Removed the remaining turnOnLightLayer in GameRender, this fixes the particles being dark.
2026-03-10 13:46:45 -04:00
MathiewMay
93ae2275f0
Merge remote-tracking branch '4jcraft-mmay/dev' into dev
2026-03-09 21:45:20 -04:00
MathiewMay
dac0e883b6
Rewrote the entity movement packets to use full 16-bit signed short increasing the entity ID limit from 2048 (artifical lce limit) to 32768 ids (0 to 32767)
2026-03-09 21:45:08 -04:00
MathiewMay
9c254bbf4d
SetEntityMotionPacket::write() was sending raw entity ID without masking, changing it to mask the ID to 11 bits first since large entity IDs were accidentally setting the compression flag bit and causing wrong number of bytes to be read by receiver.
2026-03-09 15:34:08 -04:00
MathiewMay
3f1c95418f
removed the turnOnLightLayer on handRenderer so that it renders correctly (similar to how chunk renderer had to be disbaled for proper rednering)
...
Add nullptr check before calling redner on itemInHandRenderre to prevent a occasional seg fault.
2026-03-09 13:25:56 -04:00