* Replace .ogg music with their Java edition counterparts
Now that we are using MiniAudio, we can add Java Edition's music files, which have much higher quality than LCE's .binka files.
Note that the_end_dragon_alive.ogg is different as a result.
* Update the_end_dragon_alive.ogg
* Update cat.ogg
* high quality LCE cat.ogg recreation
* Updated cat.ogg to have exact music length
* fix: fix multiplayer player data mix between different players bug
Fixes a Win64 multiplayer issue where player data (`players/*.dat`) could be mismatched because identity was effectively tied to connection-order `smallId` XUIDs.
Introduces a deterministic username-derived persistent XUID and integrates it into the existing XUID-based save pipeline.
- Added `Windows64_NameXuid` for deterministic `name -> persistent xuid` resolution
- On Win64 login (`PlayerList`), set `ServerPlayer::xuid` from username-based resolver
- Aligned local player `xuid` assignment (`Minecraft`) for create/init/respawn paths to use the same resolver
- Added Win64 local-self guard in `ClientConnection::handleAddPlayer` using name match to avoid duplicate local remote-player creation
- Kept `IQNet::GetPlayerByXuid` compatibility fallback behavior, while extending lookup to also resolve username-based XUIDs
- Moved implementation to `Minecraft.Client/Windows64/Windows64_NameXuid.h`; kept legacy `Win64NameXuid.h` as compatibility include
Rename migration is intentionally out of scope (same-name identity only).
* fix: preserve legacy host xuid (base xuid + 0) for existing world compatibility
- Add legacy embedded host XUID helper (base + 0).
- When Minecraft.Client is hosting, force only the first host player to use legacy host XUID.
- Keep name-based XUID for non-host players.
- Prevent old singleplayer/hosted worlds from losing/mismatching host player data.
* update: migrate Win64 player uid to `uid.dat`-backed XUID and add XUID based duplicate login guards
- Replace Win64 username-derived XUID resolution with persistent `uid.dat`-backed identity (`Windows64_Xuid` / `Win64Xuid`).
- Persist a per-client XUID next to the executable, with first-run generation, read/write, and process-local caching.
- Keep legacy host compatibility by pinning host self to legacy embedded `base + 0` XUID for existing world/playerdata continuity.
- Propagate packet-authoritative XUIDs into QNet player slots via `m_resolvedXuid`, and use it for `GetXuid`/`GetPlayerByXuid` with legacy fallback.
- Update Win64 profile/network paths to use persistent XUID for non-host clients and clear resolved identity on disconnect.
- Add login-time duplicate checks: reject connections when the same XUID is already connected (in addition to existing duplicate-name checks on Win64).
- Add inline compatibility comments around legacy/new identity coexistence paths for easier future maintenance.
* update: ensure uid.dat exists at startup in client mode for multiplayer
* per user config should be .gitignored
* add comment surrounding gitignore update
* make it wildcard
* add fullscreen to launch option struct
* remove redundant forward declaration and use fullscreen launch option in main
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
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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
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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
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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
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Co-authored-by: daoge <3523206925@qq.com>