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2 daysmake handleParticleEvent actually parse the particle type instead of ↵Sylvessa
hardcoding hearts (#1399)
3 daysFix render order of F3 debug screen (#1239)rtm516
3 daysadd advanced tooltips, F3+H combo, and handle settings (#1389)Sylvessa
3 daysStained Glass Survival Integration & Crafting UI Fix (#1195)Lord Cambion
* 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
3 daysAdd clipboard paste support to UIControl_TextInput and UIScene_Keyboard (#1298)Revela
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.
3 daysFix missing trapped chest textures in Natural Texture Pack (#1381)Iruka Wolf
Co-authored-by: Iruka-Wolf <17684713+Iruka-Wolf@users.noreply.github.com>
4 daysRemove redundant buffer in UIScene_SettingsGraphicsMenu.cpp (#1348) (#1380)Sylvessa
4 daysadd ifdef debug around handle debug options (#1382)Sylvessa
4 daysFix font rendering for color and formatting codes (#1017)Ayush Thoren
* 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>
5 daysFix Sign (#1369)GabsPuNs
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.
7 daysFix: opening the horse's inventory plays sound effects twice (#1336)Adem Kurt
9 daysFixed the ear bleeding sound when using a slider with mouse controls (#1296)Xenovyy
* 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
9 daysMerge pull request #669 from qwasdrizzel/mainMatthew Toro
Fix crash when FOV is equal to zero
9 daysMove project to CMake (#781)rtm516
* 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
9 daysRemove Miles Sound System from creditsLoki Rautio
we don't use it anymore!
9 daysCleanup project credits and READMELoki Rautio
9 daysFix FOV modification so it respects applyEffects (#1297)Toru the Red Fox
9 daysMerge pull request #1315 from dognews/mainMatthew Toro
LoadJoinMenu UI Bug Fix: Properly display space indicator, remove label placeholder [BUG: #1004]
9 daysChange KEY_HOST_SETTINGS back to to VK_TABrtm516
9 daysFix save space indicator displayAlex
Include space indicator UI element in windows build, logic to handle getting save file sizes on windows
9 daysfixqwasdrizzel
9 daysMerge branch 'smartcmd:main' into mainqwasdrizzel
9 daysUpdate to more accurate logo (#1305)GabsPuNs
* Updated Logo * Updated two old files.
11 daysComment out FOV modification line, since the FOV is stored and doesn't need ↵ZorpLemon
to be adjusted. (#1248) 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.
11 daysAdjusted Exit Game title (#1277)Xenovyy
* 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.
11 daysorganized keybinds a lil bit (#1279)retucio
11 daysFix server DedicatedServer issues (#1266)kuwa
* add: Dedicated Server implementation - Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management. - Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server. - Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server. - Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files. * add: refactor world loader & add server properties - Introduced ServerLogger for logging startup steps and world I/O operations. - Implemented ServerProperties for loading and saving server configuration from `server.properties`. - Added WorldManager to handle world loading and creation based on server properties. - Updated ServerMain to integrate server properties loading and world management. - Enhanced project files to include new source and header files for the server components. * update: implement enhanced logging functionality with configurable log levels * update: update keyboard and mouse input initialization 1dc8a005ed111463c22c17b487e5ec8a3e2d30f3 * fix: change virtual screen resolution to 1920x1080(HD) Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`, the app crashes unless the virtual screen is set to HD. * fix: dedicated server build settings for miniaudio migration and missing sources - remove stale Windows64 Miles (mss64) link/copy references from server build - add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj - add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj - fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build * update: changed the virtual screen to 720p Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage. * add: add Docker support for Dedicated Server add with entrypoint and build scripts * fix: add initial save for newly created worlds in dedicated server on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately. * update: add basically all configuration options that are implemented in the classes to `server.properties` * update: add LAN advertising configuration for server.properties LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode). * add: add implementing interactive command line using linenoise - Integrated linenoise library for line editing and completion in the server console. - Updated ServerLogger to handle external writes safely during logging. - Modified ServerMain to initialize and manage the ServerCli for command input. - The implementation is separate from everything else, so it doesn't affect anything else. - The command input section and execution section are separated into threads. * update: enhance command line completion with predictive hints Like most command line tools, it highlights predictions in gray. * add: implement `StringUtils` for string manipulation and refactor usages Unified the scattered utility functions. * fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race Before this change, server/host shutdown closed sockets directly in ServerConnection::stop(), which bypassed the normal disconnect flow. As a result, clients could be dropped without receiving a proper DisconnectPacket during stop/kill/world-close paths. Also, WinsockNetLayer::Shutdown() could destroy synchronization objects while host-side recv threads were still exiting, causing a crash in RecvThreadProc (access violation on world close in host mode). * fix: return client to menus when Win64 host connection drops - Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64. - When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow. - Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down. - Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions. * update: converted Japanese comments to English * add: create `Minecraft.Server` developer guide in English and Japanese * update: add note about issue * add: add `nlohmann/json` json lib * add: add FileUtils Moved file operations to `utils`. * add: Dedicated Server BAN access manager with persistent player and IP bans - add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use - add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows - add persistent player and IP ban checks during dedicated server connection handling - add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json - add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows - add active-ban snapshot APIs and expiry-aware filtering for expires metadata - add RAII-based dedicated access shutdown handling during server startup and teardown * update: changed file read/write operations to use `FileUtils`. - As a side effect, saving has become faster! * fix: Re-added the source that had somehow disappeared. * add: significantly improved the dedicated server logging system - add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output - forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer - add named network logs for incoming, accepted, rejected, and disconnected connections - cache connection metadata by smallId so player name and remote IP remain available for disconnect logs - keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side * fix: added the updated library source * add: add `ban` and `pardon` commands for Player and IP * fix: fix stop command shutdown process add dedicated server shutdown request handling * fix: fixed the save logic during server shutdown Removed redundant repeated saves and eliminated the risks of async writes. * update: added new sever files to Docker entrypoint * fix: replace shutdown flag with atomic variable for thread safety * update: update Dedicated Server developer guide English is machine translated. Please forgive me. * update: check for the existence of `GameHDD` and create * add: add Whitelist to Dedicated Server * refactor: clean up and refactor the code - unify duplicated implementations that were copied repeatedly - update outdated patterns to more modern ones * fix: include UI header (new update fix) * fix: fix the detection range for excessive logging `getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air. The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`. * update: add world size config to dedicated server properties * update: update README add explanation of `server.properties` & launch arguments * update: add nightly release workflow for dedicated server and client builds to Actions * fix: update name for workflow * add random seed generation * add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry * fix: ghost player when clients disconnect out of order #4 * fix: fix 7zip option * fix: fix Docker workflow for Dedicated Server artifact handling * add: add no build Dedicated Server startup scripts and Docker Compose * update: add README for Docker Dedicated Server setup with no local build * refactor: refactor command path structure As the number of commands has increased and become harder to navigate, each command has been organized into separate folders. * update: support stream(file stdin) input mode for server CLI Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux. * add: add new CLI Console Commands for Dedicated Server Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player. - default game. - enchant - experience. - give - kill(currently, getting a permission error for some reason) - time - weather. - update tp & gamemode command * fix: change player map icon to random select * update: increase the player limit * add: restore the basic anti-cheat implementation and add spawn protection Added the following anti-cheat measures and add spawn protection to `server.properties`. - instant break - speed - reach * fix: fix Docker image tag * make chunks delay less for dedi * fix: prevent overwriting allow-flight value on server startup * fix: mitigate entity id overflow and crash for max chunk updates * remove autosave prompt for dedicated server * fix: fix `Failed to create window instance.` Wait for Xvfb to be fully ready before starting. * Revert wrong readme order --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com> Co-authored-by: Loki Rautio <lokirautio@gmail.com>
11 daysfix: removed headlesss server logic in favor of the new server exe. (#1265)Matthew Toro
11 daysDedicated Server Software - Minecraft.Server.exe (#498)kuwa
* add: Dedicated Server implementation - Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management. - Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server. - Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server. - Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files. * add: refactor world loader & add server properties - Introduced ServerLogger for logging startup steps and world I/O operations. - Implemented ServerProperties for loading and saving server configuration from `server.properties`. - Added WorldManager to handle world loading and creation based on server properties. - Updated ServerMain to integrate server properties loading and world management. - Enhanced project files to include new source and header files for the server components. * update: implement enhanced logging functionality with configurable log levels * update: update keyboard and mouse input initialization 1dc8a005ed111463c22c17b487e5ec8a3e2d30f3 * fix: change virtual screen resolution to 1920x1080(HD) Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`, the app crashes unless the virtual screen is set to HD. * fix: dedicated server build settings for miniaudio migration and missing sources - remove stale Windows64 Miles (mss64) link/copy references from server build - add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj - add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj - fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build * update: changed the virtual screen to 720p Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage. * add: add Docker support for Dedicated Server add with entrypoint and build scripts * fix: add initial save for newly created worlds in dedicated server on the server side, I fixed the behavior introduced after commit aadb511, where newly created worlds are intentionally not saved to disk immediately. * update: add basically all configuration options that are implemented in the classes to `server.properties` * update: add LAN advertising configuration for server.properties LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode). * add: add implementing interactive command line using linenoise - Integrated linenoise library for line editing and completion in the server console. - Updated ServerLogger to handle external writes safely during logging. - Modified ServerMain to initialize and manage the ServerCli for command input. - The implementation is separate from everything else, so it doesn't affect anything else. - The command input section and execution section are separated into threads. * update: enhance command line completion with predictive hints Like most command line tools, it highlights predictions in gray. * add: implement `StringUtils` for string manipulation and refactor usages Unified the scattered utility functions. * fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race Before this change, server/host shutdown closed sockets directly in ServerConnection::stop(), which bypassed the normal disconnect flow. As a result, clients could be dropped without receiving a proper DisconnectPacket during stop/kill/world-close paths. Also, WinsockNetLayer::Shutdown() could destroy synchronization objects while host-side recv threads were still exiting, causing a crash in RecvThreadProc (access violation on world close in host mode). * fix: return client to menus when Win64 host connection drops - Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64. - When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow. - Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down. - Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions. * update: converted Japanese comments to English * add: create `Minecraft.Server` developer guide in English and Japanese * update: add note about issue * add: add `nlohmann/json` json lib * add: add FileUtils Moved file operations to `utils`. * add: Dedicated Server BAN access manager with persistent player and IP bans - add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use - add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows - add persistent player and IP ban checks during dedicated server connection handling - add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json - add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows - add active-ban snapshot APIs and expiry-aware filtering for expires metadata - add RAII-based dedicated access shutdown handling during server startup and teardown * update: changed file read/write operations to use `FileUtils`. - As a side effect, saving has become faster! * fix: Re-added the source that had somehow disappeared. * add: significantly improved the dedicated server logging system - add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output - forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer - add named network logs for incoming, accepted, rejected, and disconnected connections - cache connection metadata by smallId so player name and remote IP remain available for disconnect logs - keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side * fix: added the updated library source * add: add `ban` and `pardon` commands for Player and IP * fix: fix stop command shutdown process add dedicated server shutdown request handling * fix: fixed the save logic during server shutdown Removed redundant repeated saves and eliminated the risks of async writes. * update: added new sever files to Docker entrypoint * fix: replace shutdown flag with atomic variable for thread safety * update: update Dedicated Server developer guide English is machine translated. Please forgive me. * update: check for the existence of `GameHDD` and create * add: add Whitelist to Dedicated Server * refactor: clean up and refactor the code - unify duplicated implementations that were copied repeatedly - update outdated patterns to more modern ones * fix: include UI header (new update fix) * fix: fix the detection range for excessive logging `getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air. The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`. * update: add world size config to dedicated server properties * update: update README add explanation of `server.properties` & launch arguments * update: add nightly release workflow for dedicated server and client builds to Actions * fix: update name for workflow * add random seed generation * add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry * fix: ghost player when clients disconnect out of order #4 * fix: fix 7zip option * fix: fix Docker workflow for Dedicated Server artifact handling * add: add no build Dedicated Server startup scripts and Docker Compose * update: add README for Docker Dedicated Server setup with no local build * refactor: refactor command path structure As the number of commands has increased and become harder to navigate, each command has been organized into separate folders. * update: support stream(file stdin) input mode for server CLI Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux. * add: add new CLI Console Commands for Dedicated Server Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player. - default game. - enchant - experience. - give - kill(currently, getting a permission error for some reason) - time - weather. - update tp & gamemode command * fix: change player map icon to random select * update: increase the player limit * add: restore the basic anti-cheat implementation and add spawn protection Added the following anti-cheat measures and add spawn protection to `server.properties`. - instant break - speed - reach * fix: fix Docker image tag --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
13 daysRemove all old binka redist files (#1116)rtm516
* Remove all old binka redist files * Delete x64/Debug/Effects.msscmp * Delete x64/Release/Effects.msscmp
13 daysFix witches' bottle color (#1205)Prakhar Sharma
* fix: witches' bottle is now the right color * fix: add condition if item has mutiple layers
13 daysFix joining servers in split screen, splitscreen fixes (#1031)MrTheShy
* Fix split-screen join failing when connecting to a remote host via UI When a non-host client connected to a remote server through the in-game UI (as opposed to the -ip/-port command line flags), the global variables g_Win64MultiplayerIP and g_Win64MultiplayerPort were never updated from their defaults ("127.0.0.1" and the default port). JoinSplitScreen() relies on these globals to open a second TCP connection for the local split-screen pad, so it would always attempt to connect to localhost, failing immediately on any remote session. Fix: update g_Win64MultiplayerIP and g_Win64MultiplayerPort inside JoinGame() once the primary connection is established. This ensures subsequent JoinSplitScreen() calls always reach the correct host regardless of how the session was joined. Additionally, guard PushFreeSmallId() against recycling smallIds in the range [0, XUSER_MAX_COUNT), which are permanently reserved for the host's local controller slots. Previously, if a host-side local pad disconnected its smallId could re-enter the free pool and be handed to an incoming remote client, causing that client's IQNetPlayer slot to collide with a local pad slot on the non-host machine. * Fix tutorial popup positioning in split-screen viewports Replace the manual switch-case that computed viewport origin with the shared GetViewportRect/Fit16x9 helpers (from UISplitScreenHelpers.h). This ensures the tutorial popup is positioned and scaled consistently with the rest of the split-screen UI, fitting a 16:9 box inside each viewport and applying safezone offsets correctly. Also adds missing default:break to safezone switch statements to silence compiler warnings. Made-with: Cursor * Prevent split-screen join when game window is not focused Add g_KBMInput.IsWindowFocused() guard to the tryJoin condition so that gamepad input from background windows does not accidentally trigger a split-screen player join. This avoids phantom joins when the user is interacting with another application. * Open debug overlay in fullscreen UI group during split-screen Pass eUIGroup_Fullscreen to NavigateToScene when opening the debug overlay, so it spans the entire window instead of being confined to a single split-screen viewport. This makes the debug info readable regardless of the current split-screen layout. * Fix non-host split-screen connections missing world updates Previously, secondary (non-host) split-screen connections used isPrimaryConnection() to gate nearly all world update packets, meaning the second local player would never receive tile updates, entity movement, sounds, particles, explosions, etc. The fix introduces per-connection tracking of which entities and chunks each ClientConnection has loaded, and uses that information to decide whether a secondary connection needs to process a given packet or if the primary connection already handled it. New members in ClientConnection: - m_trackedEntityIds: set of entity IDs this connection has received AddEntity/AddMob/AddPlayer etc. for - m_visibleChunks: set of chunk coordinates (packed into int64) this connection has marked visible - Both sets are cleared on close(), respawn (dimension change), and destructor New helpers: - findPrimaryConnection(): walks the MultiPlayerLevel connection list to find the connection on the primary pad - shouldProcessForEntity(id): secondary connection skips the packet only if the primary is already tracking that entity - shouldProcessForPosition(x, z): secondary connection skips the packet only if the primary already has that chunk visible - anyOtherConnectionHasChunk(x, z): used when a chunk becomes invisible to avoid hiding it from the level if another connection still needs it - isTrackingEntity(id): public accessor used by shouldProcessForEntity on the primary connection Packet handler changes: - handleMoveEntity, handleMoveEntitySmall, handleSetEntityMotion, handleTakeItemEntity: replaced isPrimaryConnection() with shouldProcessForEntity() so secondary connections still process movement for entities they know about - handleExplosion, handleLevelEvent: replaced isPrimaryConnection() with shouldProcessForPosition() so block destruction and level events fire for the correct connection based on chunks - handleChunkTilesUpdate, handleBlockRegionUpdate, handleTileUpdate, handleSignUpdate, handleTileEntityData, handleTileEvent, handleTileDestruction, handleComplexItemData, handleSoundEvent, handleParticleEvent: removed the isPrimaryConnection() guard entirely -- these are world-state updates that all connections must process regardless of which pad is primary - handleChunkVisibilityArea / handleChunkVisibility: now populate m_visibleChunks; on visibility=false, setChunkVisible(false) is only called on the level if no other connection still has that chunk loaded - handleAddEntity, handleAddExperienceOrb, handleAddPainting, handleAddPlayer, handleAddMob: now insert into m_trackedEntityIds on arrival - handleRemoveEntity: now erases from m_trackedEntityIds on removal - handleLevelEvent: removed a duplicate levelEvent() call that was always firing regardless of the isPrimaryConnection() check above it (latent bug) MultiPlayerLevel: added friend class ClientConnection to allow access to the connections list without exposing it publicly. * Fix fullscreen progress screen swallowing input before load completes Two issues in UIScene_FullscreenProgress::handleInput: 1. The touchpad/button press that triggers movie skip or input forwarding had no guard on m_threadCompleted, so pressing a button during the loading phase would fire the skip/send logic before the background thread finished. Added the m_threadCompleted check so that path is only reachable once the load is actually done. 2. The `handled = true` assignment was missing from that branch, so input events were not being consumed and could fall through to other handlers. Added it unconditionally at the end of the block. * Update player count decrement logic in PlatformNetworkManagerStub Refactor the condition for decrementing the player count in CPlatformNetworkManagerStub::DoWork. The previous check was replaced with a while loop to ensure that the player count is only decremented when there are more than one player and the last player's custom data value is zero. This change improves the handling of player connections in the network manager. * Refactor safe zone calculations in UI components for consistency Updated the safe zone calculations across multiple UI components to ensure symmetry in split viewports. Removed unnecessary assignments and added comments for clarity. Modified the repositionHud function to include an additional parameter for better handling of HUD positioning in split-screen scenarios. * Gui.cpp: fix F3 debug overlay in splitscreen + minor perf cleanup The F3 debug screen was badly broken in splitscreen: it used the GUI coordinate space which gets distorted by the splitscreen scaling, so text appeared stretched, misaligned or completely off-screen depending on the viewport layout. Fixed by setting up a dedicated projection matrix using physical pixel coordinates (g_rScreenWidth / g_rScreenHeight) each time the overlay is drawn, completely decoupled from whatever transform the HUD is using. The viewport dimensions are now computed per screen section so the ortho projection matches the actual pixel area of each player's quadrant. Version and branch strings are only shown for player 0 (iPad == 0) to avoid repeating them across every splitscreen pane. Also removed a few redundant calculations that were being done twice in the same frame (atan for xRot, health halves, air supply scaled value). These are minor and have negligible real-world impact; more substantial per-frame caching work (safe zone calculations etc.) will follow in a separate commit.
14 daysFix background stretching in settings>graphics menu (#1092)aria
14 daysAdded LittleBigPlanet Skin Pack (#793)RatCatcherVr
Co-authored-by: RatCatcherVr <littlerat111811@gmail.com>
14 daysfix: logo rendering order after closing host options (#907)Alezito2008
14 daysRemove some leftover files (#881)Twig6943
2026-03-12Fix mouse being pulled to the bottom right (#1156)Ayush Thoren
Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
2026-03-12Fix quiet in-game audio after engine update #897 (#1171)ModMaker101
2026-03-10Fixed DLC map loading / saving, missing chunks (#1114)Marvelco
* fixed all DLC maps * fixed old saves have overlapping chunks with the new system
2026-03-09Fix issue where visually the HUD shows you have 0 hearts when you dont (#1089)la
* Fix for issue where player is able to stay alive with zero hearts in their healthbar. * use static cast over c style cast
2026-03-09Fix: Prevent clicking disabled checkboxes (#1075)Alezito2008
2026-03-09Fix crash when loading saved tutorial worlds (#1001)Marlian
writeRuleFile() was missing the schematic file count integer before the schematic entries. The reader in readRuleFile() expected this count, causing a stream misalignment that led to an assertion failure (Unrecognised schematic version) when reloading a saved tutorial world. The fix writes the count on save and adds backward-compatible reading that detects old saves (without count) via a peek heuristic and falls back to count-less parsing. Co-authored-by: MCbabel <MCbabel@users.noreply.github.com>
2026-03-09Port over RCE Patches from LCEMP (#1023)Loki
* LCEMP RCE Fixes WIP Based on https://github.com/LCEMP/LCEMP/commit/d017bfc30a68888bf5c79b23cf5c4f607cf828bf * Update to LCEMP's ByteArrayIO version Fixes compilation since ours was missing some revisions from LCEMP * Add additional safety checks missed in first pass * Remove duplicate recipe count check
2026-03-09Always show version overlay, add more infoLoki Rautio
2026-03-08Reject duplicate UIDs on login and remove noisy gdraw debug log (#1013)MrTheShy
Players joining a server with a UID already in use are now disconnected instead of the existing player being force-kicked. The previous behaviour introduced in #767 allowed two clients with the same UID to coexist, causing invisible players and undefined behaviour. Also removes a per-frame debug printf in gdraw_SetViewSizeAndWorldScale that was left in from earlier resolution-fix work.
2026-03-08Fix split-screen UI wrong positioning on window resize (#989)MrTheShy
* Fix split-screen UI wrong positioning on window resize In vertical split at window heights below 1080, ComputeTileScale's min-scale clamp (>= 1.0) prevented the SWF from scaling down to fit, cropping the bottom and causing repositionHud to shift HUD elements downward. Chat and Tooltips additionally applied an offset from ComputeSplitContentOffset that only produced correct values at the 1920x1080 design resolution. Override the scale for vertical split so the SWF fits the full window height when it is shorter than the movie. Remove the broken content offset from Chat and Tooltips -- the tile crop already positions the content correctly. * Fix gamma post-process in split-screen The gamma shader sampled the full backbuffer texture (UV 0..1) into each player's viewport, stretching the entire screen into every split region. Extended the shader constant buffer with per-viewport UV offset and scale so each pass samples only its own portion of the backbuffer. ComputeViewportForPlayer was hardcoded to top/bottom for 2 players, ignoring the vertical split setting. Rewrote it to read each player's m_iScreenSection directly, which already accounts for the split orientation preference. Secondary players have no Graphics menu and cannot change gamma. CachePlayerGammas now reads the primary player's setting and applies it uniformly to all viewports.
2026-03-08Use the correctly sized icons on 720p (#883)rtm516
* Use the correctly sized icons on 720p * Improve check
2026-03-08Revert the workaround of loading of hd textures (#999)MrTheShy
The previous crash fix forced HD skins at every resolution which made everything blurry at 720p and below because Iggy was downscaling 1080p assets. The real problem was that 4J loaded the HD skin libraries (skinHD.swf, skinHDHud.swf etc) unconditionally on Win64 but the HD platform skin was only registered above 720p. At 720p or lower Iggy couldnt find platformskinHD.swf and crashed. Now on Win64 we load both skin sets at startup, HD and non-HD, each with their own registered name so they dont conflict. loadMovie() picks 1080.swf or 720.swf based on actual screen height, and each scene SWF naturally imports the right skin chain. No crash, no blurriness. 4J already had the eLibraryFallback enum slots for this (including eLibraryFallback_Platform) but it was behind a debug-only guard and the platform skin slot was never actually loaded. Removed the guard and added the missing load.
2026-03-08Fix crash when launching at 720p or lower resolutions (#981)MrTheShy
The HD skin libraries (skinHD.swf, skinHDHud.swf, etc.) are loaded unconditionally on Win64/Durango/Orbis, and they import the Iggy library "platformskinHD.swf" by name. However, the platform skin path and registration name were gated behind a runtime resolution check (m_fScreenHeight > 720.0f), so at exactly 720p the skin was registered as "platformskin.swf" instead, and below 720p the non-HD .swf file was loaded entirely. This caused Iggy to fail resolving the import, which cascaded into a failed scene load and hit a __debugbreak(). Always use the HD platform skin on these platforms since the HD libraries that depend on it are always loaded regardless of resolution. PS3/PSVita are unaffected as they have their own non-HD skin loading path.
2026-03-08Modernize project codebase (#906)ModMaker101
* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides * Add safety checks and fix a issue with vector going OOR