Prevent world input from affecting inventory (#354) (#1)#571
Closed
wolverton912 wants to merge 0 commit intosmartcmd:mainfrom
Closed
Prevent world input from affecting inventory (#354) (#1)#571wolverton912 wants to merge 0 commit intosmartcmd:mainfrom
wolverton912 wants to merge 0 commit intosmartcmd:mainfrom
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
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.
Prevent world input from affecting inventory (Prevent world input from affecting inventory #354)
fix: properly offset the mouse position in containers (fix: properly offset the mouse position in containers #327)
Fix overlapping debug menus and screens (Fix overlapping debug menus and screens #294)
Fix overlapping debug menus and screens
Also resolves a formatting issue with clang-format
Update readme
Update crafting controls description (Update crafting controls description #359)
Clarified crafting controls in README.
Disable flight state when riding entities (Fix: Disable flight state when riding entities #368)
renderer: frustum test new chunks so newly generated chunks render to full view distance new chunks dont render up to the max render distance #175 (Fix culling that limited render distance of new chunks #344)
Removed private information (Removed some private information #333)
Maybe we should not have this out there to find so easily?
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
Still allows for -name launch argument, but restores old expected behavior
Update README with info about username.txt
Enable Stained Glass in Creative Menu
Fix creative inventory crash with Art Tools debug option (Fix creative inventory crash with Art Tools debug option #399)
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
Fix: Sorted the item list in the debug overlay (Fix: Sorted the item list in the debug overlay #340)
Fix: Sorted the item list in the debug overlay
revert show all files to false
Revert ShowAllFiles by removing it
removed extra line
Adressed PR review changes
Replaced push_back with emplace_back
Removed redundant emplace_back
Fix Chunk destructor segfault using smart pointers Segfault in
Chunk::~Chunkdestructor on exit #112 (Fix Chunk destructor segfault using smart pointers #112 #414)Fix duplicated stained glass when art tools enabled (Fix duplicated stained glass when art tools enabled #426)
Prevent door sounds from playing twice Door Sounds Doubled #392 (Prevent door sounds from playing twice #392 #425)
Fix incorrect distance comparison return value (Fix incorrect distance comparison return value #417 #432)
Fix:Prevent horse spawner crash (Fix horse/mule/donkey spawner crash #433)
refactor: refactor KBM input code
Fix mob nametag position to match correct height offset Mob Nametags #422 (Fix mob nametag position to match correct height offset #422 #440)
fix: ignore dedicated server properties in normal world startup
Fix controller paging regression in creative menu
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
fix: restore KBM sprint on either Ctrl key
fix: fix Newly added mouse controls in the menu partly don't work with the "World Options" menu #464
Fix for any aspect ratio in 3D Environments (Fix for any aspect ratio in 3D Environments #320)
Add initial AnyAspectRatio support
Remove some logic that didn't work
Remove rogue back slash
Remove more remnants
Update UILayer.h
Update some comments
Remove WIP UI changes
Fix diffs
Remove UI resize call from
UpdateAspectRatiohandle merge conflict
Update to C++ style static cast
Fix syntax
Revert "fix: fix Newly added mouse controls in the menu partly don't work with the "World Options" menu #464"
This reverts commit 5922824.
Update ItemInHandRenderer.cpp (Fix Item First-Person Swing Animation #418)
Persist fullscreen setting and start windowed mode maximized (Persist fullscreen setting and start windowed mode maximized #446)
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
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...
This fixes the jittery problem.
Modify
MediaWindows64.arcto includeskinHud.swfDescription
Changes
Previous Behavior
Root Cause
New Behavior
Fix Implementation
Related Issues