Movement is now significant better, especially on slabs, stairs, and other half-blocks.
Co-authored-by: RednedEpic <redned235@gmail.com>
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
Co-authored-by: Tim203 <mctim203@gmail.com>
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
Quite a lot of changes, but I was too lazy to split them in different commits (and they'll be squashed later anyway):
* Floodgate plugin message channels are now registered (because Spigot requires that, and I guess it's better practice)
* Updated the Statistics form to match the new Forms API
* The common jar is now much smaller, because Jackson isn't needed anymore in the common module
* Fixed some bugs in Forms where empty fields would lead to excluding them in the serialization (making Bedrock complain)
And a few other things, like a new boolean in RawSkin saying if the Skin is an Alex or Steve model.
* Fix regressions from 1.16.100
- Update mappings to fix recipe regressions and item differences
- Villager trading NBT now prefers the String identifier and not the integer ID
* Fix lodestone compass breaking
* Initial work on 1.16.100 - currently crashes the client
* Update runtime item states
* Use new Bedrock runtime IDs
Bedrock now hardcodes block runtime IDs in alphabetical order of the identifiers. This commit updates Geyser to accomodate.
- Remove runtime_block_states.dat and replace it with blockpalette.nbt
- Calculate the block runtime ID based on the order of the block palette
- Separate BlockTranslator.AIR into Bedrock and Java values
- Update the second layer of chunks to use air when not waterlogged
- Don't send item palette for now, as that's what crashes the game (will look into for v415)
- Other misc. changes
* Improve second layer chunk translation
* v415 support
- Add a message warning people they are on a beta version of Geyser
* Update to protocol v417
There are still some mappings changes that need to be gone through.
* Update runtime item states and clean up item frames
* Future-proof enchanment table
* Update for v418
* Update to v419
* Apply proper air ID to waterlogged chunk layer
* Fix missing import
* Remove beta warning
* Update mappings
* Manually patch runtime_item_states and send the ITEMS registry
* Update README
* Disable grindstone and smithing inventories (since they're broken)
* Use artifactory jenkins plugin (#1548)
* Use artifactory jenkins plugin
* Bump version to 1.2.0-SNAPSHOT
Co-authored-by: SupremeMortal <6178101+SupremeMortal@users.noreply.github.com>
* Rewrite message handling in MessageUtils to use Adventure
* Move to static Adventure commit to fix a bug
* Initial test implementation
* Add RGB downgrade test
* Move MessageUtils and rename
* Clean-up and fix tests
* Fixed sign and book content handling
* Fix blank signs causing NPEs
* Fix reset before message being stripped
* Add comment about the reset character
* Fix legacy style server motds
* Fix more messages being handled wrong
* Fix title packets being handled wrong
* Fix trailing formatting characters on the end of sign lines
* Add auto updating of Java locale files
* Add en_us locale updating and hash caching
* Changes to hash determining
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Fix GlobalPalette translation
Global palettes don't have their own internal palette, which cannot be iterated through to create a Bedrock palette. Therefore we simply iterate over the whole palette one time. This commit also fixes a regression with flowers/pistons being on multiple chunk sections.
* Don't declare bedrockPalette until after global palette check
* Add more interactive tags (mobile buttons)
This expands our support for showing the interactive tags on touchscreen and console setups. This is not complete - specifically, the food compatibility of creatures needs to be expanded upon (I will work on this later and does not stop this PR from being mergable). This also includes:
- Creepers who are ignited with flint and steel now show up properly
- Zombie villagers now shake properly when converting and show their region outfits
* Add more food choices and add more panda entity metadata
* Re-add eating flag
* Remove debug line
* Refactor dimension usage, finish interactive tag usage, bees
* Print statements... ._.
* Don't make eating item packet data a non-constant
* Move BAMBOO to ItemRegistry
* Add missing break
* Make changes
* Minor final changes
* Fix even more entity metadata flags
* Add comment explaining magic value
* Fix horse flags and add more information
* Add more information about the Horse eating particles
* Fix crash with GSit lay and use Java bed position data
* Fix GSit's lay position
* Move Bed Position metadata to the right class
* Actually fix lay for PosePlugin
* Revert "Actually fix lay for PosePlugin"
This reverts commit 3f21261162.
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Fixes some issues related to Scoreboard Teams
* The cached Score info should update no matter what kind of update the Team got.
* Team entities specified at the create Team packet should also be checked if they exist as Score in the registered Objectives
* Rewrote some Scoreboard code and fixed various issues
* Minor formatting changes
* Add config option for enabling achievements
* Disabled achievements by default and added warning about commands being disabled
* Update config.yml
* Rename achievements-enabled to xbox-achievements-enabled for clarity
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
* Fireball and ghast improvements
- Ghasts now visually show if they're charging a fireball
- Fireballs are now vastly better and will update better
* Add gravity and drag to projectiles
* Add check for session close and improve fireball
* Remove motion stuff from fireball
* Make fireball hittable
* Add wither skull entity
* Small changes
* Add note about laggy fireballs
Co-authored-by: David Choo <davchoo3@gmail.com>
* BlockEntity performance improvements
* Use chunk cache if possible for block caching
* Get new block state from ViaVersion if block entity
* Add Javadoc for FlowerPotBlockEntityTranslator.isFlowerBlock
* Remove debug line
* Don't add all RequiresBlockState instances if cache chunks is enabled
* Double chest map get optimization
* Last changes
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Fix bell sound and visuals
The bell sound now correctly plays.
Bells will also visually ring when rung by another player.
* Compress elses
* Add more whitespace to new code
* Send position update every 3 seconds if idle
Prevents timeouts in certain instances when AFK.
* Cancel position sending on dimension switching
* Remove debug lines
* Create function to centralize movement translation
* 1.16.4-pre1 support
* Update to support ViaVersion 3.2.0 (#1358)
* Update to support ViaVersion 3.2.0
This commit updates ViaVersion integration to support their recent mappings changes.
Co-authored-by: Nassim <jahnke.nassim@gmail.com>
* Send adventure settings on gamemode change after gamemode swap
* Update Velocity to 1.1.0 proper
* Update to 1.16.4
Co-authored-by: Nassim <jahnke.nassim@gmail.com>
* Add support for more recipes
- Tool repairing
- Book cloning
- Suspicious stew
- Tipped arrows
What still needs to be done:
- Map cloning/extending (though there may be item mapping mismatch getting in the way)
- Banner duplication (couldn't figure this out)
* Add some more spacing
* Explain recipe UUIDs
* Create and position Ender Dragon Bounding Box
Currently allows the player to "kill aura" target
the ender dragon.
* Use an entity to handle attacks for each hitbox
* Use the proper flag to make entities invisible
* Clean up and add some comments
* Ender dragon entity metadata improvements
* Add doc to segment functions
* Add changes
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Introduce CommandSender.getLocale()
This allows Geyser-specific commands (e.g. `/geyser help`) to be displayed in the (Java or Bedrock) player's default language, which stops those commands from simply being displayed in the default locale.
* Tweak Javadoc
* Set CommandManager's GeyserConnector to final
* Clean up
Usually this happened when joining from another dimension after the player exited to the main menu on the death screen. The player would not realize that they are dead.