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13 daysModernize 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
14 daysRevert "Project modernization (#630)"Loki Rautio
This code was not tested and breaks in Release builds, reverting to restore functionality of the nightly. All in-game menus do not work and generating a world crashes. This reverts commit a9be52c41a02d207233199e98898fe7483d7e817.
14 daysProject modernization (#630)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
2026-03-07win cpp23 compat: Minecraft.WorldVivyaCC
2026-03-06Max players from 8 -> 255 + small connection optimizations (#722)Kevin
* Multiplayer 8 to max byte increase. Made-with: Cursor * Server chunk optimizations for large player counts, server full notification fix, added to server.properties.
2026-03-06Introduce uid.dat (offline PlayerUIDs), fix multiplayer save data ↵kuwa
persistence (#536) * 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
2026-03-03Fixes for PR #96 (#170)lspepinho
* Implement basic multiplayer functionality * Update README.md --------- Co-authored-by: Slenderman <ssimulpong@outlook.com>
2026-03-03feat: TU19 (Dec 2014) Features & Content (#155)daoge
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-01Initial commitdaoge_cmd