commit b40530fa5e12bdd0e2d03686b111964f9c5b3359
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:59:46 2026 -0700
Implemented skin offsets in UI
Added code to render skin offsets in the skin select UI.
commit a8384d984089b989a162550705dee7a505412e22
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 19:38:08 2026 -0700
Partially implemented offsets
Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
commit 875100cf9afe7df258dc653a4b33857d3cd285c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Wed Apr 15 16:48:03 2026 -0700
Minor change
Simplified redundant conditions in HumanoidModel.cpp
commit 96f683d1fb93d09a49987460ef698e0d125c2c93
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 16:37:30 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit db685a74f34d02cc83e33ab97c5a7ad9a62ef023
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 14 15:35:38 2026 -0700
Fixed skin offset data
Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).
commit aa769d54adb8f5bf96c75d10766422d23cc9129a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Sat Apr 11 19:36:52 2026 -0700
Fixed crashes
Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.
commit f18ac12cc072db74ed9b8da937e00c2e15f889a0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 10 16:06:57 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit 8e76763a3ddeaff943243fd0469d6c4a7b12b6c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 16:50:43 2026 -0700
Made more changes
Made more changes in files to support skin offsets. The game still crashes when trying to load skins.
commit 1a8f3532979033717044e74e6ceb766e23e35032
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Tue Apr 7 13:12:39 2026 -0700
Merge branch 'feat/64x64-skins' into feat/skin-offsets
commit a1d9ae591ac27117626aac708a4204a9e2451684
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Fri Apr 3 21:50:42 2026 -0700
Added small additions
Added more code referencing skin offsets. Still doesn't work correctly.
commit d28a751d9ca0527854e40be82e7841a650c2f189
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:09:08 2026 -0700
Merge branch 'smartcmd:main' into feat/skin-offsets
commit 3888de7ab401d9562b7b922eca8b898aa73ba024
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date: Thu Apr 2 17:07:48 2026 -0700
Added code for skin offsets
Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
Added code to DLCSkinFile.cpp to store skin box scale value. Added code to HumanoidModel.cpp and HumanoidModel.h to handle skin boxes added to the armor layer of skin. Added another float value to SkinBox.h
## 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
* 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