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…ic border (#6204) * Fix: properly reset moving world border variables when receiving a static border * Address review
* Perf: Optimize empty chunk sending This helps avoid re-building empty chunk payloads on every sendEmptyChunk call by caching them * Further optimize empty chunk calculation
* Indicate support for Minecraft: Bedrock Edition 26.2 * Add 26.2 to GameProtocol.java
* Add 26.3 to GameProtocol.java * Add 26.3 to the supported versions table in README.md
…egrated Pack 1.1.0 (cooldowns, custom inventory sizes) (#6199) * Create world border using particles * Fix the integrated pack check from my testing * Fix the integrated pack check from my testing * Use 2 particles since rotation is broken (This does not work either) * Updated Attack Indicator (WIP) * Start on less row inventories * Fix chest rows, make attack cooldowns tick based, add colors to world border to prepare for changes there * Fix my mistakes in merging (or IntelliJ's, haven't found out) * Move cooldown related methods into CooldownUtils * Clean up imports * Make it compile again * Revert some world border changes * Fix attack cooldown * Revert world border changes * Missed one * Formatting 💀 * IntelliJ why * World Border be gone * Update Integrated Pack * Rename variable to make a bit more sense * Move the title prefix into the Inventory class * Revert some formatting on ChestInventoryTranslator * Fix up javadocs * Update GeyserIntegratedPack.mcpack with spear third-person fix * Initial changes: Config version v6 * Refactor config tests * Parameterize config tests, add `@ExcludePlatform`, `@IncludePlatform` and `@PluginSpecific` tests * Fix other tests * Drop TITLE/ACTIONBAR cooldown types entirely; avoid using String#format in hot code * Add v5 -> v6 comment migration test, clean up code related to inventory titles * Update show-cooldown / block-legacy-codes options' comments * thanks clanker * eh, fine * More clanker reviews * Remove fancy comment migration, start working on config version 7, rename show-cooldown into cooldown-type * Add support for Waterdog proxy IP forwarding * Remove WaterdogExtras check for proxied address handling * Also read xuid from WDPE; reject connections that do not have WDPE data * Don't create skin uploader with xbox auth disabled Self-signed skins will be rejected anyways so might save the traffic * waterdog -> waterdogpe * Don't spam times packets * Fix variable --------- Co-authored-by: Aurora <[email protected]> Co-authored-by: Adam Walker <[email protected]>
* Fix stonecutter recipes being registered multiple times * Rebuild crafting data packet from existing data * Remove the need for RecipeUtil::clearCache * Print when there is a potential bug, fixes * Make recipeNetId assignment "visible", ignore duplicate recipes * Update core/src/main/java/org/geysermc/geyser/translator/protocol/java/inventory/JavaContainerSetSlotTranslator.java Co-authored-by: Copilot <[email protected]> * reset lastRecipeNetId properly * re-add skip for demo slot display --------- Co-authored-by: Copilot <[email protected]>
…et boosting server controlled. (#5673) * Change certain bedrock item stack size to match JE. * Make fireworks rocket boosting server controlled. * Added support for hidden tooltip and translation strings. * Requested changes. * Don't mess with the item mappings. * yipeeeeee. * Removed unused imports. * oops.
…) (#6222) * feat: LEFT_SHIFT implementation and handling within stonecutters (fixes #5195) chore: early return if there are no remaining items readability! chore: add a smol comment to clarify this variable because why the hell not? * cleanup: reduce redundant code & (hopefully) fix touchscreen compat * Fix touchscreen and ensure only one shift click is sent (#1) <3 you, AJ! --------- Co-authored-by: AJ Ferguson <[email protected]>
Resolves #6226
While we were initially throwing and preventing these items from being prevented, that broke v1 backwards compatability - hence we now warn about them
…nts (#6225) * Fix: Shelf block entity items rendered in wrong slot for Bedrock clients Bedrock determines shelf item position by list index rather than a Slot tag, so a sparse Items list causes items to shift left into the wrong visual position. This produces a dense 3-element list with empty entries for unoccupied slots. * Move static final EMPTY_ITEM variable to BedrockItemBuilder, add comment with last tested note --------- Co-authored-by: onebeastchris <[email protected]>
* fix: visual bugs with lectern closing (fixes #6223) 2 hours of my life debugging gone update: comments chore: clean up comments * Fix: page turning on lecterns * Fix: Taking books from lecterns * Fix: Virtual lecterns trying to open lectern twice, resulting in it closing pre-maturely The Bedrock client likes to respond with a "no i'm busy" response when it receives a duplicate ContainerOpenPacket... which Geyser treats as if the inventory has been rejected by the client * Clarify check for preventing additional block updates --------- Co-authored-by: onebeastchris <[email protected]>
* Feature: Allow registering multiple collision boxes for custom blocks We can also finally remove all extended collision hacks once we drop < 1.21.130 Implements #6214 * Initial work on 26.10 support * Drop 1.21.111 - 1.21.124 * Update cloudburst/network, default to active server cookie mode * Updated item tags * Chore: rip out extended collisions, map multiple collision boxes (#6244) * Initial stab at removing extended collision boxes Still need to test setting multiple collision_box entries via json mappings, and figure out a way to somewhat migrated manually set extended_collision_box * Map multiple Java collision boxes to multiple Bedrock collision boxes, start working on backward-compatible extended collision box support * Fix: extended_collision_box mapping * Remove loopback check * Fix: Reading multiple collision boxes * Fix: custom blocks without state_overrides do not get custom properties applied properly to all states * Map `WOLF_SHAKE_WATER_STOP` entity event * Feature: Generate selection box based on block shape instead of collision box * Target latest master mappings for selection box generation Resolves #4617 * Address clanker reviews * More clanker notes
Addressed Large Class / Long Method smells by extracting: - `startGame()` logic to `buildStartGamePacket()` and `configureExperiments()` - `connect()` logic to `sendRegistryDefinitions()`, `sendInitialPlayerState()`, `sendInitialGameRules()` - `sendAdventureSettings()` spectator layer to `buildSpectatorAbilityLayer()` - `startInstance()` metrics and auth logic to `setupMetrics()` and `loadSavedAuthChains()`
…nd component types changing.
# Conflicts: # gradle/libs.versions.toml
This reverts commit 2d82fbe.
Update to Adventure 5.0
* Update GameProtocol.java * Update README.md
#6529) Co-authored-by: chris <[email protected]>
…across reloads (#6531) Co-authored-by: onebeastchris <[email protected]>
* Fix anvil level costs for damageable items on Bedrock * Don't treat an enchantment as incompatible with itself when merging
* Border collision XZ should be floored. * We also needs to set width and height to zero. * wrong value????! * actually no. * oops.
…arability, and fix stackable equippable custom items (#6539) * Give custom skull items their own components for correct icons and wearability, and fix stackable equippable custom items * Register custom skull items through the custom item registry instead of hand-building their components * Undo the API change and give custom skulls their block placer internally
* Only send the stack size component to clients that support it * Use the existing GameProtocol version check
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