* 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
* Fix game crashing if DLC has XMLVERSION paramater
* Better implementation of XMLVersion check
* Forgot to add type name to the list
* Removed extra newline
triggerEvent() set ignoreUpdate to true at the start but three early
return paths skipped the reset at the end. Once any of these paths was
hit, the TLS flag stayed true permanently, blocking all piston neighbor
updates for the rest of the server session.
* Added Stained Glass
i found out that stained glass was not accessible in survival, then i saw they disabled it in the code
* Grouping glass correctly in crafting table
I removed the #if/endif from the ClothDyeRecipes.cpp and added a different one in StructureRecipies.cpp
also changed the Tile definition giving it the same
setBaseItemTypeAndMaterial of stained glass to group it correctly inside the crafting table UI.
also aincremented the Vertical Slot for crafting table to include many more craftings in the same group
Previously paste only worked in the chat screen. Wire Screen::getClipboard() into the two remaining text input paths so Ctrl+V works for sign editing, seed entry, server IP/port, and world name fields.
* Fix "Colormatic" splash text rendering as single color
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
* Use per-vertex coloring in a single batch
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
* Fix font rendering for color and formatting codes
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
---------
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
fix for the sign's interface.
SignEntryMenu720 was being replaced by an older version of SkinWinHD.
SignEntryMenu720 was is now replaced with it's original version.
* Update maximum limits for game entities
Increased the maximum limits for Xbox boats, console minecarts, dispensable fireballs, and projectiles.
* Update maximum limits for game entities
Increased maximum limits for Xbox boats, console minecarts, dispensable fireballs, and projectiles.
* Fixed the ear bleeding sound when using a slider with mouse controls
Now only ticks every 9 "ticks" unless the slider has less than 18 possible values..
* cured rtm516's ocd
title
* rtm516 reaches enlightenment
* rtm516 reaches total enlightenment
* Move to cmake
* Move sources to source_groups and ditch more old VS files
* Add BuildVer.h generation
* Break out cmake source lists to platforms
* Don't copy swf files
* Revert audio changes from merge
* Add platform defines
* Match MSBuild flags
* Move BuildVer.h to common include and fix rebuild issue
* Seperate projects properly
* Exclude more files and make sure GameHDD exists
* Missing line
* Remove remaining VS project files
* Update readme and actions
* Use incremental LTCG
* Update workflows
* Update build workflows and output folder
* Disable vcpkg checks
* Force MSVC
* Use precompiled headers
* Only use PCH for cpp
* Exclude compat_shims from PCH
* Handle per-platform source includes
* Copy only current platform media
* Define Iggy libs per platform
* Fix EnsureGameHDD check
* Only set WIN32_EXECUTABLE on Windows
* Correct Iggy libs path
* Remove include of terrain_MipmapLevel
* Correct path to xsb/xwb
* Implement copilot suggestions
* Add clang flags (untested)
* Fix robocopy error checking
* Update documentation
* Drop CMakePresets.json version as we dont use v6 features
* Always cleanup artifacts in nightly even if some builds fail
* Re-work compiler target options
* Move newer iggy dll into redist and cleanup
* Fix typos
* Remove 'Source Files' from all source groups
* Remove old ps1 build scripts
I guess this line was just the games way of applying modifications the player made to the FOV. But since whenever ago someone changed the way the FOV stuff is saved, so this line just adds the difference *again* causing issues when the FOV is set above 70. Setting your FOV to 80 actually sets it to 90, and setting it to 110 actually sets it to 150.
* Adjusted Exit Game title
Replaced "Return to Xbox Dashboard" with "Exit Minecraft" on the exit game screen.
* Fixed Blending on Intro Sequence
Fixed Blocky, Crappy blending on the ESRB and Mojang Logos in the Intro Sequence.