Commit Graph
12 Commits
Author SHA1 Message Date
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