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
This commit is contained in:
Tranqlmao
2026-07-11 19:30:16 -04:00
parent d236146e92
commit a4c746bee4
89 changed files with 1793 additions and 590 deletions
@@ -1,4 +1,9 @@
#include "stdafx.h"
#include "../../Lighting.h"
#ifdef _WINDOWS64
#include "../../Windows64/Iggy/gdraw/gdraw_d3d11.h"
#include "../../Windows64/4JLibs/inc/4J_Render.h"
#endif
#include "../../../Minecraft.World/Mth.h"
#include "../../../Minecraft.World/StringHelpers.h"
#include "../../../Minecraft.World/Random.h"
@@ -553,7 +558,61 @@ void UIScene_MainMenu::customDrawSplash(IggyCustomDrawCallbackRegion *region)
// Finish GDraw and anything else that needs to be finalised
ui.endCustomDraw(region);
ui.endCustomDraw(region);
}
void UIScene_MainMenu::render(S32 width, S32 height, C4JRender::eViewportType viewport)
{
UIScene::render(width, height, viewport);
Minecraft *pMinecraft = Minecraft::GetInstance();
if (!pMinecraft || !pMinecraft->font) return;
Font *font = pMinecraft->font;
const wstring part1 = L"neo";
const wstring part2 = L"Legacy";
const float scale = 0.6f;
const int pad = 4;
ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
S32 sw = ssc.getWidth();
S32 sh = ssc.getHeight();
#ifdef _WINDOWS64
RenderManager.StartFrame();
gdraw_D3D11_setViewport_4J();
#endif
RenderManager.Set_matrixDirty();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, sw, sh, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -2000.0f);
Lighting::turnOff();
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
int totalW = static_cast<int>((font->width(part1) + font->width(part2)) * scale);
int tx = sw - totalW - pad;
int ty = sh - static_cast<int>(8 * scale) - pad;
glPushMatrix();
glTranslatef(static_cast<float>(tx), static_cast<float>(ty), 0.0f);
glScalef(scale, scale, scale);
font->drawShadow(part1, 0, 0, 0x66A254FA);
font->drawShadow(part2, font->width(part1), 0, 0x66ffffff);
glPopMatrix();
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
}
int UIScene_MainMenu::MustSignInReturned(void *pParam, int iPad, C4JStorage::EMessageResult result)