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Prevent world input from affecting inventory (#354) (#1)#571

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Prevent world input from affecting inventory (#354) (#1)#571
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  • Win64: show actual world names in save list, sort newest-first, preserve level name on load/resave

  • Refactor README for consistent formatting

Updated formatting for clarity and consistency in the README.

Also resolves a formatting issue with clang-format

Clarified crafting controls in README.

Maybe we should not have this out there to find so easily?

  • Delete README.md

Unnecessary

  • fix: fix inverted pitch in the second third person view

  • fix: fix horse texture rendering

  • feat: add support for username, IP, and port configuration via launch arguments

  • feat: headless server

  • docs: mark V-Sync note as WIP in README.md

  • docs: fix table formatting in README.md

  • Disable automatic Windows account username

This could reveal someone's private information on a livestream or video. We need a long-term username implementation

  • Restore username.txt loading without conflict

Still allows for -name launch argument, but restores old expected behavior

Fix vector out-of-bounds crash when scrolling the potions tab in the creative inventory with Art Tools debug enabled.

  • Fix getPageCount() returning total rows instead of scrollable pages in Art Tools mode

  • Fix off-by-one boundary check in populateMenu() for both static and debug group loops (< should be <=)

Fixes #386

Preserve smooth row-by-row scrolling for mouse wheel input, but restore full-page movement for controller/menu scroll actions in the creative inventory.

Commit 3093ca3 changed page indexing to support smooth scrolling, which caused ACTION_MENU_OTHER_STICK_UP/DOWN to advance by one row instead of one page. Track whether the scroll action originated from the mouse wheel and only use single-row steps in that case.

Fixes #253

This reverts commit 5922824.

Save fullscreen toggle state to options.txt when F11 is pressed, and restore it on the next launch. When starting in windowed mode, the window now opens maximized instead of at a smaller default size.

Previously, g_isFullscreen was hardcoded to false and never persisted, so the game always started in windowed mode. The window also started at a non-maximized size requiring manual maximization.

Fixes #391

  • Ship updated, maybe temporary subtitle

People keep going "Oh no I don't like the red WINDOWS text, oh no! I hate it! The red windows text is the devil, it will be my undoing! Please remove the red windows text or I shall simply perish!" And for that? Well, I have removed it. Now you can enjoy this logo made by @wiskerdmage in the style of the existing Edition logos. (#385 (comment))

This one looks a bit nicer so let's use this for now...

  • Adjust entity tracking ticks for several types

This fixes the jittery problem.

Modify MediaWindows64.arc to include skinHud.swf


Description

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Previous Behavior

Root Cause

New Behavior

Fix Implementation

Related Issues

  • Fixes #[issue-number]
  • Related to #[issue-number]

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