TU43 Structures, bug fixes & minor changes
- Elytra flight, damage, kinetic energy, pretty much any bug someone reported, paper doll, etc. - Fossil & Igloo generation - Texture interpolation - Iggy mouse fix for world settings - Neo branding on main screen - Release build txt logger - Debug mode spectator - Several server fixes - Flowerpot fixes - Several more changes made in TU43
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@@ -1,4 +1,9 @@
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#include "stdafx.h"
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#include "../../Lighting.h"
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#ifdef _WINDOWS64
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#include "../../Windows64/Iggy/gdraw/gdraw_d3d11.h"
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#include "../../Windows64/4JLibs/inc/4J_Render.h"
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#endif
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#include "../../../Minecraft.World/Mth.h"
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#include "../../../Minecraft.World/StringHelpers.h"
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#include "../../../Minecraft.World/Random.h"
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@@ -553,7 +558,61 @@ void UIScene_MainMenu::customDrawSplash(IggyCustomDrawCallbackRegion *region)
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// Finish GDraw and anything else that needs to be finalised
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ui.endCustomDraw(region);
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ui.endCustomDraw(region);
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}
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void UIScene_MainMenu::render(S32 width, S32 height, C4JRender::eViewportType viewport)
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{
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UIScene::render(width, height, viewport);
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if (!pMinecraft || !pMinecraft->font) return;
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Font *font = pMinecraft->font;
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const wstring part1 = L"neo";
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const wstring part2 = L"Legacy";
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const float scale = 0.6f;
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const int pad = 4;
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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S32 sw = ssc.getWidth();
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S32 sh = ssc.getHeight();
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#ifdef _WINDOWS64
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RenderManager.StartFrame();
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gdraw_D3D11_setViewport_4J();
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#endif
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RenderManager.Set_matrixDirty();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, sw, sh, 0, 1000, 3000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -2000.0f);
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Lighting::turnOff();
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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int totalW = static_cast<int>((font->width(part1) + font->width(part2)) * scale);
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int tx = sw - totalW - pad;
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int ty = sh - static_cast<int>(8 * scale) - pad;
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glPushMatrix();
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glTranslatef(static_cast<float>(tx), static_cast<float>(ty), 0.0f);
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glScalef(scale, scale, scale);
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font->drawShadow(part1, 0, 0, 0x66A254FA);
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font->drawShadow(part2, font->width(part1), 0, 0x66ffffff);
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glPopMatrix();
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glDepthMask(true);
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glEnable(GL_DEPTH_TEST);
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}
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int UIScene_MainMenu::MustSignInReturned(void *pParam, int iPad, C4JStorage::EMessageResult result)
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