* Exposed loaded plugins in FourKitHost with public getLoadedPlugins()
* Fixed bad reference to ServerPlugins
* Forgot that the PluginLoader was nullable, handled it
* Implemented getPlugin(name) and getPlugins() in FourKit.cs
* Implemented enablePlugin(plugin) and disablePlugin(plugin) in FourKit.cs
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Co-authored-by: UniPM <zoc6x8voc@mozmail.com>
* Exposed loaded plugins in FourKitHost with public getLoadedPlugins()
* Fixed bad reference to ServerPlugins
* Forgot that the PluginLoader was nullable, handled it
* Implemented getPlugin(name) and getPlugins() in FourKit.cs
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Co-authored-by: UniPM <zoc6x8voc@mozmail.com>
* optimize item data communication, options for future item flags
* lighten load on gc from inventory apis
* dont allocate for SyncPlayerFromNative
* fix blocklag
* Working New portal checks
fixed x axis portal with obsidian on z axis
* Removed Debug code
* Remove unnecessary code
removed PortalTile:: from PortalTile::validPortalFrame
* Remove more debug code
* StructureGrowEvent, expose internal dimension id
* Update StructureGrowEvent.cs
* PlayerLoginEvent, ability to change xuids, get xuids, stub for experimental player connection api
* add docs, fix up to use cmake
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Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
## Description
Fix issue where typing in a short seed on world creation doesn't save the seed correctly
## Changes
### Previous Behavior
Typing in a seed on the world creation menu that's less than 8 characters long will result in garbage data being saved as the seed. Happens with controller and KBM.
You can see this in-game - if you exit the world options menu and go back in, the seed will show up as boxes □□□.
Weirdly, if you type a seed again, it behaves as expected.
### Root Cause
For some reason, assigning `m_params->seed` to the seed text points it to garbage data, when it's 7 characters or less.
### New Behavior
Seed entry behaves as expected.
### Fix Implementation
- Added `static_cast<wstring>` before assignment to `m_params->seed`.
- Also replaced `(wchar_t *)` with `reinterpret_cast<wchar_t*>` in the functions.
### AI Use Disclosure
No AI was used
* 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.
* Tidy up clang-format installation in workflow
* adding enchantments
added enchantments, changed minor apis to ensure c# stays synced with the c++ server
* add missing enchant apis, oops
* add proper docs, and fix namings for stuff in itemmeta
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Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
* Fix game crashing if DLC has XMLVERSION paramater
* Better implementation of XMLVersion check
* Forgot to add type name to the list
* Removed extra newline