People keep breaking random stuff by using these settings, so turn them
off for now in release builds. If folks can figure out how to compile a
debug build locally, they can use em :)
* Modify dispense behavior to set outcome as LEFT_ITEM
* Fix the angle problem with flying
Removed checks that limit flying to a 90 degree angle, which caused the problem.
* Fix world save rename not applying new name
KeyboardCompleteWorldNameCallback had no _WINDOWS64 branch, so the
typed name was validated then silently discarded on every rename attempt.
Write the new name to a worldname.txt sidecar file next to the save
(Windows64\GameHDD\{folder}\worldname.txt) and update the in-memory
display name immediately. ReadLevelNameFromSaveFile now checks for this
sidecar first so renamed saves persist correctly across restarts.
* Fixed gamertag being blank upon renaming and re-joining a save
* Save deletion fix, exiting without saving fix
* Add native in-game keyboard UI for world naming and renaming
* Code to read servers.txt
* logging (still doesnt work)
* server names load properly hooray
* remove logger as it only spews out nonsense anyways
* Do not use _countof, use sizeof(label)/sizeof(wchar_t) or make label std::array<wchar_t, 128> and call .size()
* Fix memory leak by listing info pointers
* C++ style cast (i think)
* this throws a RAV but why
* why oh why
* I just assume infos get deleted elsewhere otherwise idk why it breaks no matter what i do
* they get deleted all this time ohhhhhh
---------
Co-authored-by: Siepert123 <createlegacy69@gmail.com>
Remove the !player->abilities.flying guard that was incorrectly added around the Ctrl-sprint block in Input.cpp during the KBM refactor. This prevented Ctrl+W from initiating sprint while flying in creative mode. Sprinting on the ground in both survival and creative worked fine.
The sprint flag now sets correctly whenever Ctrl+W is held, including while flying. LocalPlayer::aiStep() still properly gates setSprinting() with onGround, enoughFoodToSprint, isUsingItem etc.
Fixessmartcmd/MinecraftConsoles#470
Stop streaming music (jukebox) when the player changes dimensions so music disc sounds from the overworld cannot be heard in the nether or vice versa.
Previously, the streaming audio continued playing at its original world coordinates even after a dimension change, causing the sound to leak into the new dimension at the same position.
Fixes#411
* Fix DLCs textures and crash in 720p
* Revert "Fix DLCs textures and crash in 720p"
This reverts commit 7c38605360.
* Update Durango and Windows64 DLCs Textures also fix crash in 720p
People keep going "Oh no I don't like the red WINDOWS text, oh no! I hate it!
The red windows text is the devil, it will be my undoing! Please remove the red
windows text or I shall simply perish!" And for that? Well, I have removed it. Now
you can enjoy this logo made by @wiskerdmage in the style of the existing Edition
logos. (https://github.com/smartcmd/MinecraftConsoles/pull/385#issuecomment-3996671081)
Save fullscreen toggle state to options.txt when F11 is pressed, and restore it on the next launch. When starting in windowed mode, the window now opens maximized instead of at a smaller default size.
Previously, g_isFullscreen was hardcoded to false and never persisted, so the game always started in windowed mode. The window also started at a non-maximized size requiring manual maximization.
Fixes#391
Preserve smooth row-by-row scrolling for mouse wheel input, but restore
full-page movement for controller/menu scroll actions in the creative
inventory.
Commit 3093ca3 changed page indexing to support smooth scrolling, which
caused ACTION_MENU_OTHER_STICK_UP/DOWN to advance by one row instead of
one page. Track whether the scroll action originated from the mouse
wheel and only use single-row steps in that case.
Fixes#253
* Fix: Sorted the item list in the debug overlay
* revert show all files to false
* Revert ShowAllFiles by removing it
* removed extra line
* Adressed PR review changes
* Replaced push_back with emplace_back
* Removed redundant emplace_back
Fix vector out-of-bounds crash when scrolling the potions tab in the creative inventory with Art Tools debug enabled.
- Fix getPageCount() returning total rows instead of scrollable pages in Art Tools mode
- Fix off-by-one boundary check in populateMenu() for both static and debug group loops (< should be <=)
Fixes#386
* fix saving issue & multiple username implementations
* Update README.md
Updated the method for overriding in-game username from '-name' to 'username.txt'.
* remove unused include i forgot to get rid of while testing
* Add dynamic resolution
* Clean up implementation
* Use existing ints instead of new ones
* Remove WM_SIZE argument (unecessary now that we directly use g_iScreenWidth and g_iScreenHeight)
Before any major refactoring, warnings do help a little except for slowing down the compilation (as it needs to output everything to stdout), so disable MSVC warnings in Release mode.
* TAB key opens up game info instead of host options
TAB key opens up game info menu instead of host options menu because the player accesses host options from game info
* Update README.md
* Call SetProcessDpiAwareness via GetProcAddress to preserve Windows 7 compatibility
Shcore.dll and SetProcessDpiAwareness were introduced in Windows 8 and higher, so to keep compatibility with Windows 7, we use GetProcAddress to call this function dynamically, avoiding linker writing binary dependency on shcore.dll in the import table
* Revert "Call SetProcessDpiAwareness via GetProcAddress to preserve Windows 7 compatibility"
This reverts commit f1f397fdbe.
* Reapply the fix
* Allow for loading of WAVE Audio files
* Remove usage of strcpy and use _s versions of file opening
* Update SoundEngine.cpp
---------
Co-authored-by: void_17 <61356189+void2012@users.noreply.github.com>
* now possible to accept and decline tutorial hints
that part when it asks if you want to do the tutorial (should work for when the games asks if you already know something like when opening inventories for the first time)
* Update ChoiceTask.cpp
* now able to press SPACE to continue on hints that wait for you to press A
and the hints what wait for you to move the gamepad stick now just skip instantly
* windows specific patch now
* added ifdefs to shit i did
* i think it is fixed now
---------
Co-authored-by: daoge <3523206925@qq.com>
* feat: Added f3 and f4 keys to open debug stuff
* fix: only open debug overlay when ingame, to avoid crashes
* docs: added keybinds to docs
* docs: moved the keybinds to the bottom, as they are less important
* fix: add missing # ifdef
* Move to a postbuild.ps1 script and Set the working dir at runtime as output dir
* Update for 2f711d4
* Only copy newer files and remove needed files from gitignore
Added functionality to drop items using the Q key, with support for dropping entire stacks when Ctrl is held. Included checks to prevent dropping items while destroying blocks.
* now possible to accept and decline tutorial hints
that part when it asks if you want to do the tutorial (should work for when the games asks if you already know something like when opening inventories for the first time)
* Update ChoiceTask.cpp
---------
Co-authored-by: daoge <3523206925@qq.com>
This reverts commit 33e1b5ceb9, reversing
changes made to 44b68333a3.
This is a hacky way of doing it instead of just copying the assets that are needed
In _tWinMain (Windows64_Minecraft.cpp) add logic to detect if the executable path contains "\\x64\\". If found, truncate the path at that position, append "\\Minecraft.Client" and call SetCurrentDirectoryA to set the process working directory. This ensures relative resource paths resolve correctly when running from an x64 build output directory; the change is guarded by a substring check and uses MAX_PATH-safe APIs.
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu
and CreateWorldMenu, proceeding directly to local play since Xbox Live
stubs always return true for IsSignedInLive()
- Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64
- Allow pad-connected players to join without a profile sign-in check
- Fix ghost RemotePlayer creation by scanning all local player slots and
matching on server-assigned player index rather than controller slot,
fixing P3/P4 ghost entities when joining out of controller order
- Give each player a unique name (Player 1-4) based on controller index
instead of a single shared stub name
- Use raw XInput (XInputGetState) for secondary controller join detection,
bypassing the 4J toggle system which consumes all button presses before
game logic runs; uses a 120-frame latch for a reliable detection window
- Add .gitignore for Visual Studio build artifacts and output directories
1. Converted `MinecraftWindows.rc` and `Resource.h` to UTF-8 from UTF-16(they didn't use any UTF-16 symbols anyway);
2. Added explicit signed->unsigned integer casts in `gdraw_d3d1x_shared.inl` for C++11 compatibility
3. Linked against `legacy_stdio_definitions.lib` to avoid undefined references to `_vsnprintf` llvm-link errors
The Debug|x64 and Release|x64 configurations had no PostBuildEvent to
deploy sound assets alongside the executable. At runtime, SoundEngine
looks for Durango\Sound\Minecraft.msscmp and music\ relative to the
output directory, causing silent failure (no sound effects or music).
Add post-build xcopy steps for both configurations to mirror what the
Durango build already does.