* 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
* 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
Enhanced the script to delete and recreate the Nightly-Dedicated-Server release, ensuring the client is always up-to-date. The process now fetches release information, deletes the old release, updates the tag to the latest commit, and creates a new release with an updated title and body. Streamlined asset uploads and clarified title update logic for better reliability and clarity.
Added support for multi-language font rendering and Unicode text input, along with copy-paste functionality for various fields. Also included security enhancements and fixed a memory leak.
Goal:
Allow players to type and display text in any language supported by
Unicode, including Chinese, Japanese, Korean, Thai, Arabic, Korean, Hindi, and more. This
covers all text surfaces: chat editor, chat messages, signs (in-world
and editor), world name/seed, server address/port fields, and all
Iggy Flash UI text fields.
Multi-language support:
Two complementary rendering systems were added to handle Unicode text
across the entire client:
1. Iggy UI (Flash-based text fields): A new UIUnicodeBitmapFont class
serves Java Minecraft's glyph page PNGs (glyph_00.png-glyph_FF.png)
through Iggy's bitmap font provider API. Registered as the global
fallback font with metrics matching the Mojangles bitmap font for
correct baseline alignment. When the primary bitmap font lacks a
glyph, it returns IGGY_GLYPH_INVALID and Iggy seamlessly falls back
to the unicode bitmap font.
2. Legacy C++ Font renderer (chat editor, in-world signs): Revived the
commented-out unicode glyph page system in Font.cpp. Characters not
in the bitmap font texture are rendered from glyph page PNGs loaded
on demand, with proper texture switching mid-string.
3. ChatScreen input: Removed the restrictive acceptableLetters filter
so all printable Unicode characters are accepted in chat.
Languages now supported for text input and rendering:
- Japanese (Hiragana, Katakana, Kanji)
- Chinese (Simplified and Traditional)
- Korean (Hangul)
- Thai
- Arabic
- Hindi (Devanagari)
- Russian (Cyrillic) - already worked via bitmap font
- Greek - already worked via bitmap font
- Polish, Czech, Turkish (Extended Latin) - already worked via bitmap font
- Armenian, Georgian, and other scripts covered by glyph pages
Security fixes:
- Fixed memset under-initialization of Font::charWidths (zeroed 460
bytes instead of 460*sizeof(int)=1840 bytes, leaving entries 115+
uninitialized) - pre-existing bug
- Added bounds checks to all UIUnicodeBitmapFont callbacks to reject
glyph IDs outside [0, 65535], preventing OOB array access
- Added bounds check in Font::width() section-sign fallback path to
prevent OOB read on charWidths[] with high codepoints
- Blocked Unicode bidirectional override characters (U+202A-202E,
U+2066-2069) in chat input to prevent message spoofing
Memory leak fix:
- Fixed SignTileEntity::load allocating wchar_t[256] with new[] on
every sign load without freeing. Replaced with stack allocation.
Debug logging:
- Added [SIGN] prefixed logging for sign save/update operations
- Added [CHAT] prefixed logging for chat send/receive operations
Files changed:
- UIUnicodeBitmapFont.h/.cpp (new) - Iggy bitmap font for glyph pages
- UIBitmapFont.cpp - Return IGGY_GLYPH_INVALID for unknown chars
- UIFontData.h/.cpp - Added hasGlyph() method
- UIController.h/.cpp - Load and register unicode bitmap fallback font
- UITTFFont.h/.cpp - Added registerAsDefaultFonts parameter
- Font.h/.cpp - Revived unicode glyph page rendering system
- ChatScreen.cpp - Accept all Unicode input, block bidi overrides
- Gui.cpp - Chat display debug logging
- ClientConnection.cpp - Sign update debug logging
- SignTileEntity.cpp - Sign save logging, memory leak fix
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.