i tried to give the colors of the mesa eMinecraftColour_Foliage_Mesa
eMinecraftColour_Grass_Mesa
but it took the actuale value like 50 and 37 if i remmebr so it gave black and dark blue colors to leaves and grass.
then i fixed the plateau becoming bryce just adding an id check
biomes like extreme hills now have correct blocks sky and water, also correct grass. another thing is that now in the world spawns mutated biomes and it is acceptable as a world generation.
i dont thjink it is the same because seeds are not giving me the ones from youtube videos but we will work on it later.
For now it works and it is acceptable. spawns a variety of biomes that before was spawned in a random way, now depending on next biomes and temperature
Add CI/CD workflows for nightly releases and pull request builds, along with
structured issue templates for bug reports and suggestions.
- Nightly workflow builds and releases both client and server binaries for
Windows, creating signed tags and GitHub releases with detailed instructions.
- Pull request workflow triggers builds on PR events to validate changes.
- Issue templates guide users in reporting bugs and suggesting enhancements,
linking to community Discord for support.
Add dimension-aware tracking for boss mobs and update the boss health
GUI system to maintain independent state for each dimension (Overworld,
Nether, End). This prevents conflicts when multiple bosses exist across
different dimensions simultaneously.
- Add `getDimension()` to `BossMob` base class and implement in
`EnderDragon` and `WitherBoss`
- Replace static boss GUI state with dimension-indexed storage
- Introduce `getIndexFromDimension()` helper for dimension mapping
- Update rendering logic to use per-dimension state
- Isolate darkening effects and health display per dimension
Ported from LCERenewed commit 5ec8a0e41ba8146aba450258d8620cd3cb0299e0 by 3UR
- Implement catch type random selection from decompiled java 1.7.2 code instead of using a WeighedRandomItemArray
- Fix fishingTreasuresArray length being set to 5 instead of 6
- Remove testing values for nibbleTimer
- Cast maxDamage of item to double before applying damage.
- Add include for EnchantmentCategory in LureEnchantment.cpp and LuckOfTheSeaEnchantment.cpp.
- sky obstruction is now checked before other checks.
- Based fishing mechanics off of decompiled java 1.7.2 instead of 1.12.
- Added check for sky access
- Switching between different fishing rods now reels the line back in
- Fixed duplicate assignment in fishingTreasuresArray
- Remove testing weights from catchTypeArray
- Make lureLevel and luckLevel member variables of FishingHook that are calculated upon initialization instead of recalculating every tick.
- Changed random nibbleTimer range from 5 - 30 secs to 5 - 45 secs
- Fixed out of order and incorrect assignments of fishingJunkArray
- Values are now clamped to prevent unintended behavior
- Lure now affects loot rates.