Commit a24318ee changed drop() to immediately remove chunks from cache,
bypassing the deferred m_toDrop save/unload pipeline. This caused missing
chunks on dedicated servers, iterator invalidation in dropAll() and
ServerLevel::save(), and entity duplication (item frames) from chunks
being reloaded without their entities first being removed from the level.
- ServerChunkCache::drop(): restore m_toDrop queue instead of immediate
cache removal, so tick() can save/unload/move to unloadedCache safely
- MultiPlayerChunkCache::drop(): restore soft-unload (keep chunk in cache
with loaded=true) instead of nulling cache and hasData
- PlayerChunkMap::setRadius(): remove dropAll() call when reducing radius,
the per-chunk removal loop already handles out-of-range chunks
The dedicated server previously picked a completely random seed with no
biome diversity checks (the client validates but the server skipped it).
On top of that, the client's findSeed() was hardcoded to only check a
54-chunk (Classic) area, so Large worlds had no diversity guarantee
beyond the center.
New server worlds now use findSeed() scaled to the full target world
size. Added override-seed in server.properties to fix existing worlds
without deleting them.
Server list: edits and deletions now update the UI immediately by
calling SearchForGames() in ForceFriendsSessionRefresh() and
UpdateGamesList() on nav-back to LoadOrJoinMenu.
Connection: moved WinsockNetLayer::JoinGame() to a background thread
with non-blocking sockets (5s timeout, 3 retries). Users can cancel
with B/Escape during the attempt. Failed connections always show an
error dialog.
The upstream font color fix (commit be7e2ca9) switched from glColor4f to
per-vertex t->color() but renderUnicodeCharacter() still relied on glColor4f.
Set glColor4f to currentColor before rendering unicode glyphs and restore
white after, and re-apply t->color() when resuming the batched draw.
Cherry-picked upstream sign fix (SignEntryMenu720 restored) and re-applied
VSync and ExclusiveFullscreen checkbox patches to all SettingsGraphicsMenu SWFs
using the ffdec_lib Java tools.
- Add #include <windows.h> to extraX64.h for Windows type definitions
- Remove duplicate byte typedef and suppress std::byte via _HAS_STD_BYTE=0
- Define _WINDOWS64 for correct platform header selection
- Set IGGY_LIBS to iggy_w64.lib for proper Iggy UI library linking
Previously paste only worked in the chat screen. Wire Screen::getClipboard() into the two remaining text input paths so Ctrl+V works for sign editing, seed entry, server IP/port, and world name fields.
Previously paste only worked in the chat screen. Wire Screen::getClipboard() into the two remaining text input paths so Ctrl+V works for sign editing, seed entry, server IP/port, and world name fields.
Menu music (menu1-4) now plays only on the title screen, creative
music (creative1-6) only plays in creative mode, and survival mode
correctly plays only calm/hal/nuance/piano tracks. Reordered the
eMUSICFILES enum so piano tracks are contiguous with the survival
range, added game-mode-aware track selection via getOverworldMusicID,
and re-enabled the playStreaming call in setLevel to stop menu music
when entering gameplay. Added debug logging for track selection.
Modified the conditional check in `ResizeD3D` to use
`(IDXGISwapChain*)&g_swapChainProxy` instead of `g_pSwapChain`.
This change ensures the correct proxy is validated. Updated
the debug print statement for clearer output regarding
the render manager's device and swap chain pointers.
- Add VSync and Exclusive Fullscreen toggles to the graphics settings menu
- Rewrite D3D11 swap chain to use DXGI flip model with tearing support
- Fix black screen on resize by creating new swap chain instead of ResizeBuffers
- Revert conditional lighting optimization in Level::setTileAndData back to unconditional checkLight
- Revert deferred lightGaps flagging in LevelChunk::recalcHeight back to immediate lightGap calls
- Add SWF/ARC editing tools used to add new UI checkboxes
- Sound engine: cache filesystem probe results to avoid repeated file existence checks; add MA_SOUND_FLAG_DECODE for pre-decoded playback
- Level renderer: column-level frustum culling, compact visible chunk lists to skip empty iteration, lightweight second-pass render path, early-out for non-dirty chunks, scaled recheck period at high render distances
- Entity: cache shared_from_this() to reduce reference counting overhead in move() and checkInsideTiles()
- Level: skip checkLight() when tile light properties unchanged; enable entity locking on all platforms (not just Vita)
- LevelChunk: only rescan min height when the minimum column changes; defer lightGap processing
- LivingEntity: use raw pointer cast instead of dynamic_pointer_cast; cache friction tile lookup
- ServerPlayerGameMode: return whether block was destroyed to avoid redundant tile update packets
Updated `Update-NightlyRelease.ps1` to exclude the upload of the `Minecraft.Client.pdb` file. The asset list in the log output has also been adjusted to reflect this change.
The upstream CMake migration missed UIUnicodeBitmapFont in the Windows
client and server source lists, causing linker errors. Also update
nightly release script paths from x64/ to build/ for CMake output.
This commit introduces Arabic text shaping in the chat application by adding `ArabicShaping.cpp` and `ArabicShaping.h` for handling contextual forms and visual reordering.
The rendering logic in `ChatScreen.cpp` is updated to utilize this new functionality, adjusting cursor positions accordingly. Other UI components, including `UIControl_Base.cpp`, `UIControl_Label.cpp`, and `UIControl_SaveList.cpp`, are modified to ensure proper display of Arabic text.
Additionally, `Font.cpp` is enhanced with methods for efficient rendering of pre-shaped text.
Enhanced the script to delete and recreate the Nightly-Dedicated-Server release, ensuring the client is always up-to-date. The process now fetches release information, deletes the old release, updates the tag to the latest commit, and creates a new release with an updated title and body. Streamlined asset uploads and clarified title update logic for better reliability and clarity.
Added support for multi-language font rendering and Unicode text input, along with copy-paste functionality for various fields. Also included security enhancements and fixed a memory leak.
Goal:
Allow players to type and display text in any language supported by
Unicode, including Chinese, Japanese, Korean, Thai, Arabic, Korean, Hindi, and more. This
covers all text surfaces: chat editor, chat messages, signs (in-world
and editor), world name/seed, server address/port fields, and all
Iggy Flash UI text fields.
Multi-language support:
Two complementary rendering systems were added to handle Unicode text
across the entire client:
1. Iggy UI (Flash-based text fields): A new UIUnicodeBitmapFont class
serves Java Minecraft's glyph page PNGs (glyph_00.png-glyph_FF.png)
through Iggy's bitmap font provider API. Registered as the global
fallback font with metrics matching the Mojangles bitmap font for
correct baseline alignment. When the primary bitmap font lacks a
glyph, it returns IGGY_GLYPH_INVALID and Iggy seamlessly falls back
to the unicode bitmap font.
2. Legacy C++ Font renderer (chat editor, in-world signs): Revived the
commented-out unicode glyph page system in Font.cpp. Characters not
in the bitmap font texture are rendered from glyph page PNGs loaded
on demand, with proper texture switching mid-string.
3. ChatScreen input: Removed the restrictive acceptableLetters filter
so all printable Unicode characters are accepted in chat.
Languages now supported for text input and rendering:
- Japanese (Hiragana, Katakana, Kanji)
- Chinese (Simplified and Traditional)
- Korean (Hangul)
- Thai
- Arabic
- Hindi (Devanagari)
- Russian (Cyrillic) - already worked via bitmap font
- Greek - already worked via bitmap font
- Polish, Czech, Turkish (Extended Latin) - already worked via bitmap font
- Armenian, Georgian, and other scripts covered by glyph pages
Security fixes:
- Fixed memset under-initialization of Font::charWidths (zeroed 460
bytes instead of 460*sizeof(int)=1840 bytes, leaving entries 115+
uninitialized) - pre-existing bug
- Added bounds checks to all UIUnicodeBitmapFont callbacks to reject
glyph IDs outside [0, 65535], preventing OOB array access
- Added bounds check in Font::width() section-sign fallback path to
prevent OOB read on charWidths[] with high codepoints
- Blocked Unicode bidirectional override characters (U+202A-202E,
U+2066-2069) in chat input to prevent message spoofing
Memory leak fix:
- Fixed SignTileEntity::load allocating wchar_t[256] with new[] on
every sign load without freeing. Replaced with stack allocation.
Debug logging:
- Added [SIGN] prefixed logging for sign save/update operations
- Added [CHAT] prefixed logging for chat send/receive operations
Files changed:
- UIUnicodeBitmapFont.h/.cpp (new) - Iggy bitmap font for glyph pages
- UIBitmapFont.cpp - Return IGGY_GLYPH_INVALID for unknown chars
- UIFontData.h/.cpp - Added hasGlyph() method
- UIController.h/.cpp - Load and register unicode bitmap fallback font
- UITTFFont.h/.cpp - Added registerAsDefaultFonts parameter
- Font.h/.cpp - Revived unicode glyph page rendering system
- ChatScreen.cpp - Accept all Unicode input, block bidi overrides
- Gui.cpp - Chat display debug logging
- ClientConnection.cpp - Sign update debug logging
- SignTileEntity.cpp - Sign save logging, memory leak fix
Previously paste only worked in the chat screen. Wire Screen::getClipboard() into the two remaining text input paths so Ctrl+V works for sign editing, seed entry, server IP/port, and world name fields.
Updated the default value of the "hardcore-ban-ip" server property from "true" to "false" in the `kServerPropertyDefaults` array. Adjusted the `LoadServerPropertiesConfig` function to read the "hardcore-ban-ip" property as "false" to ensure consistency with the new default.
This commit introduces a new server property `hardcore-ban-ip` that controls whether players who die in hardcore mode are banned by their IP address. This setting should be set to `false` for playit.gg users!
Key changes include:
- Updated `banPlayerForHardcoreDeath` in `PlayerList.cpp` to check the `hardcoreBanIp` setting and handle IP bans accordingly.
- Added `hardcore-ban-ip` to the default server properties in `ServerProperties.cpp`.
- Declared the `hardcoreBanIp` boolean variable in `ServerProperties.h` to store the property value.
These changes enhance the server's ability to enforce IP bans based on configuration settings.
- Modify `.gitattributes` to use "ours" merge strategy for specific workflow and Docker Compose files.
- Update `nightly.yml` to allow manual triggering and set permissions for content writing.
- Change Docker image reference for `minecraft-lce-dedicated-server` service to a new source.
Updated the script to build zips for both client and server, including new variables for server release management. Added functionality to create a server zip, fetch server release info, delete old assets, and upload the new server zip to GitHub. The script now updates the server release title with the latest commit hash and provides clearer output messages for both client and server releases.
On the dedicated server, hardcore death now persists XUID and IP bans to
banned-players.json and banned-ips.json via the Access system, and
disconnects the player. Bans survive server restarts. Client-hosted games
retain the existing in-memory XUID ban with force-save behavior.
- Add hardcore property to server.properties (forces Hard difficulty)
- Add LevelData::setHardcore() so loaded worlds respect the server config
- Add PlayerList::banPlayerForHardcoreDeath() with persistent XUID + IP bans
- Reject respawn requests server-side in hardcore mode
- Ensure server-side player ticks run without move packets (fixes
environmental damage not applying for some clients)
- Restore 0x8 hardcore bit on LoginPacket/RespawnPacket wire format so
the client-side death screen detects hardcore mode correctly
This commit introduces a new block in the `Update-NightlyRelease.ps1` script that creates empty directory entries in the ZIP archive. A `try` block is added to manage the `ZipArchive` object, and a loop iterates through all directories in the specified `$ReleaseDir`, ensuring that empty directories are included in the final archive.
Updated the ZIP file creation process to utilize the .NET `System.IO.Compression` library. This change eliminates the need for a temporary ZIP file and directly excludes `.pch` and `.zip` files from the archive. A top-level folder named "LCEWindows64" has been added to the ZIP structure, and resource management has been improved with proper disposal of file streams and ZIP archives.
Updated the zipping process to utilize .NET's `System.IO.Compression` library for improved cross-platform compatibility. The new implementation creates a temporary zip file, removes unwanted entries (e.g., `.pch` and `.zip` files), and then finalizes the zip file, ensuring it only contains the desired files.
Updated `<PreprocessorDefinitions>` to include `NDEBUG`,
indicating that debugging code will be excluded from the
build. This change is part of the preparation for a
release version of the project.
- Updated `EControllerActions` to include `MINECRAFT_ACTION_SCREENSHOT`.
- Added conditional compilation for `stb_image_write.h` in `Minecraft.cpp`.
- Modified `run_middle()` to handle screenshot key press.
- Updated `tick()` to capture and save screenshots as PNG files.
- Introduced `KEY_SCREENSHOT` in `KeyboardMouseInput.h` mapped to F2.
- Added `stb_image_write.h` for image writing capabilities.
- Updated `EControllerActions` to include `MINECRAFT_ACTION_SCREENSHOT`.
- Added conditional compilation for `stb_image_write.h` in `Minecraft.cpp`.
- Modified `run_middle()` to handle screenshot key press.
- Updated `tick()` to capture and save screenshots as PNG files.
- Introduced `KEY_SCREENSHOT` in `KeyboardMouseInput.h` mapped to F2.
- Added `stb_image_write.h` for image writing capabilities.
This commit adds new `NamedFrame` entries and `KeyFrame` animations in `skin_Minecraft.xui` for various hardcore game modes, improving the UI representation (likely will get rid of this since it's dead code). A new `isHardcore` variable in `XUI_HUD.cpp` allows for conditional health icon animations based on the game mode. Additionally, commented-out code in `Gui.cpp` has been removed to streamline rendering logic. Several new PNG images for health states in hardcore mode have also been added to enhance the user experience.
TL;DR: This commit is basically just prep for adding hardcore heathbar hearts while also fixing some breaking that occurred in Gui.cpp after a merge.
LoginPacket.cpp:
- read(): Extracts hardcore from bit 3 of gameType (gameType & 0x8), then masks it off (gameType &
~0x8)
- write(): Encodes hardcore into gameType via gameType | (m_isHardcore ? 0x8 : 0)
- Removed the separate readBoolean()/writeBoolean() for m_isHardcore
- Removed trailing + sizeof(bool) from getEstimatedSize()
RespawnPacket.cpp:
- read(): Extracts hardcore from bit 3 of the playerGameType byte, then masks it off before passing
to GameType::byId()
- write(): Encodes hardcore into the playerGameType byte via getId() | (m_isHardcore ? 0x8 : 0)
- Removed the separate readBoolean()/writeBoolean() for m_isHardcore
- Reverted getEstimatedSize() from 14+length to 13+length
---
Minecraft.Client/ClientConnection.cpp
Purpose: Propagate hardcore flag through network level creation
- handleLogin() (2 sites): Changed MultiPlayerLevel constructor calls from hardcoded false for the
hardcore parameter to packet->m_isHardcore, so the client-side level correctly knows it's hardcore
when joining a server.
- handleRespawn(): Same change - when creating a new dimension level on respawn, uses
packet->m_isHardcore instead of querying minecraft->level->getLevelData()->isHardcore() (which could
be stale/wrong).
---
Minecraft.Client/Common/App_Defines.h
Purpose: Define bitmask for hardcore host option
- Added GAME_HOST_OPTION_BITMASK_HARDCORE (0x40000000) - a new bit in the host options bitfield to
store whether the game is hardcore.
---
Minecraft.Client/Common/App_enums.h
Purpose: Add hardcore enum value
- Added eGameHostOption_Hardcore to the eGameHostOption enum so code can get/set the hardcore flag
via SetGameHostOption/GetGameHostOption.
---
Minecraft.Client/Common/Consoles_App.cpp
Purpose: Implement hardcore get/set in host options bitfield
- SetGameHostOption(): Added case eGameHostOption_Hardcore - sets or clears the
GAME_HOST_OPTION_BITMASK_HARDCORE bit.
- GetGameHostOption(): Added case eGameHostOption_Hardcore - returns 1 if the hardcore bit is set, 0
otherwise.
---
Minecraft.Client/Common/Consoles_App.h
Purpose: Store save folder name for hardcore world deletion
- Added SetCurrentSaveFolderName() and GetCurrentSaveFolderName() public methods.
- Added wstring m_currentSaveFolderName private member - stores the save folder name so the hardcore
death handler can find and delete the world.
---
Minecraft.Client/Common/UI/IUIScene_PauseMenu.cpp
Purpose: Delete hardcore world's save data on exit
- Added Win64_DeleteSaveDirectory() - a recursive directory deletion helper (Windows64 only).
- In _ExitWorld(): Before the server is torn down, captures whether this is a hardcore death exit
(getDeleteWorldOnExit()). Tries 3 sources for the save folder name: app storage, StorageManager, and
MinecraftServer.
- After the server fully stops, if shouldDeleteHardcoreWorld is true, deletes the entire
Windows64\GameHDD\<savefolder> directory.
---
Minecraft.Client/Common/UI/UIScene_CreateWorldMenu.cpp
Purpose: Hardcore difficulty slider in Create World menu
- Added file-scope s_bHardcore flag to track when the slider is at position 4 (Hardcore).
- Constructor: Extended difficulty slider range from 0-3 to 0-4, resets s_bHardcore to false.
- handleSliderMove(): When slider value >= 4, sets s_bHardcore = true, stores actual difficulty as 3
(Hard), and displays "Hardcore" label. Otherwise behaves normally.
- CreateGame(): Clears the save folder name (new world), and sets eGameHostOption_Hardcore based on
s_bHardcore.
- Minor: Changed RequestErrorMessage to RequestAlertMessage for a content restriction dialog.
---
Minecraft.Client/Common/UI/UIScene_DeathMenu.cpp
Purpose: Hardcore death screen behavior (Iggy UI)
- Constructor: Checks if current level is hardcore. If so, shows IDS_HARDCORE_DEATH_MESSAGE on the
respawn button and hides it. Otherwise shows normal "Respawn" button.
- handlePress() - Respawn: Added safeguard - if hardcore, blocks respawn entirely.
- handlePress() - Exit Game: If hardcore and host, skips save dialog, disables save-on-exit, enables
delete-world-on-exit, and triggers immediate world exit.
---
Minecraft.Client/Common/UI/UIScene_LoadMenu.cpp
Purpose: Show "Difficulty: Hardcore" in Load World menu + persist hardcore through game launch
- Static array: Expanded m_iDifficultyTitleSettingA from 4 to 5 entries, added IDS_GAMEMODE_HARDCORE
at index 4.
- Constructor: Initializes m_bHardcore = false. In Windows64 block: sets up thumbnail name from save
details, and reads isHardcore from params->saveDetails. If hardcore, immediately initializes the
difficulty slider to show "Hardcore" locked at position 4.
- tick(): When host options are read (bHostOptionsRead block), also reads the hardcore flag and
re-initializes the slider if needed (for console path).
- handleSliderMove(): If m_bHardcore, locks the slider at position 4 (prevents changing difficulty).
- StartGameFromSave(): Stores the save folder name in app for later hardcore deletion. Sets
eGameHostOption_Hardcore from m_bHardcore.
---
Minecraft.Client/Common/UI/UIScene_LoadMenu.h
Purpose: Declare hardcore member
- Expanded m_iDifficultyTitleSettingA from [4] to [5].
- Added bool m_bHardcore private member.
---
Minecraft.Client/Common/UI/UIScene_LoadOrJoinMenu.cpp
Purpose: Read hardcore flag from level.dat when building the save list
- ReadLevelNameFromSaveFile(): Added optional bool *outHardcore parameter. Inside the NBT Data
compound tag parsing, if outHardcore is non-null, reads dataTag->getBoolean(L"hardcore").
- Save enumeration block (Windows64): Passes &saveHardcore to ReadLevelNameFromSaveFile and stores
the result in m_saveDetails[i].isHardcore.
---
Minecraft.Client/Common/UI/UIStructs.h
Purpose: Add isHardcore to save list details struct
- Added bool isHardcore field to _SaveListDetails struct.
- Initialized to false in the constructor.
---
Minecraft.Client/Common/XUI/XUI_Death.cpp
Purpose: Hardcore death screen behavior (XUI/Xbox UI)
- Mirror of the Iggy UIScene_DeathMenu.cpp changes but for the XUI rendering path.
- OnInit(): Checks isHardcore(), hides respawn button and shows death message if true.
- OnNotifyPressEx() - Exit Game: If hardcore and host, skips save, flags world for deletion, exits
immediately.
- OnNotifyPressEx() - Respawn: Safeguard to block respawn in hardcore.
---
Minecraft.Client/Gui.cpp
Purpose: Syntax fix
- Fixed lines.push_back(L"" → lines.push_back(L"") - missing closing quote/paren in debug terrain
feature display.
---
Minecraft.Client/MinecraftServer.cpp
Purpose: Server-side hardcore support
- Constructor: Initializes m_deleteWorldOnExit = false.
- loadLevel(): Captures the save folder name from StorageManager into m_saveFolderName for later use
in hardcore world deletion.
- isHardcore(): Changed from always returning false to returning
app.GetGameHostOption(eGameHostOption_Hardcore) > 0 - this is the key change that makes the server
actually report hardcore mode.
---
Minecraft.Client/MinecraftServer.h
Purpose: Declare hardcore-related members
- Added bool m_deleteWorldOnExit and wstring m_saveFolderName private members.
- Added setDeleteWorldOnExit(), getDeleteWorldOnExit(), and getSaveFolderName() public methods.
---
Minecraft.Client/PlayerConnection.h
Purpose: Thread-safety fix for kicked flag
- Changed m_bWasKicked from bool to std::atomic<bool> (initialized with {false}).
- Changed setWasKicked()/getWasKicked() to use .store()/.load() - fixes a race condition where the
kicked flag is set on one thread and read on another.
---
Minecraft.Client/PlayerList.cpp
Purpose: Hardcore multiplayer - ban, respawn as Adventure, thread-safe bans
- Constructor/Destructor: Added InitializeCriticalSection/DeleteCriticalSection for m_banCS.
- placeNewPlayer(): Passes isHardcore() flag to the LoginPacket constructor so clients joining know
it's hardcore.
- respawn(): After respawn in hardcore, forces the player into Adventure mode (spectate-like: can
look around but not interact). Sends GameEventPacket to sync client.
- respawn() and toggleDimension() (2 sites): Pass isHardcore() to RespawnPacket constructor.
- isXuidBanned(): Wrapped m_bannedXuids iteration with EnterCriticalSection/LeaveCriticalSection for
thread safety.
- banXuid() (new): Thread-safe method to add a player's XUID to the ban list - used when a player
dies in hardcore multiplayer.
---
Minecraft.Client/PlayerList.h
Purpose: Declare ban-related additions
- Added CRITICAL_SECTION m_banCS to protect m_bannedXuids.
- Added void banXuid(PlayerUID xuid) public method.
---
Minecraft.Client/SelectWorldScreen.cpp
Purpose: Show [Hardcore] badge in Java-style world list
- In renderItem(): If levelSummary->isHardcore(), appends [Hardcore] to the world name display.
---
Minecraft.Client/ServerPlayer.cpp
Purpose: Hardcore death behavior on server
- die(): If the level is hardcore, switches the dead player to Adventure mode (so they can't
interact if somehow respawned).
- Minor: Two comment lines changed // → /// (no functional change).
---
Minecraft.Client/Windows64Media/strings.h
Purpose: String IDs for hardcore UI text
- Added 8 new string IDs (2286-2293): IDS_GAMEMODE_HARDCORE, IDS_HARDCORE, IDS_HARDCORE_TOOLTIP,
IDS_HARDCORE_WARNING_TITLE, IDS_HARDCORE_WARNING_TEXT, IDS_HARDCORE_DEATH_MESSAGE,
IDS_LABEL_HARDCORE, IDS_GAMEOPTION_HARDCORE.
---
Minecraft.World/ConsoleSaveFileOriginal.cpp
Purpose: Capture save folder name after first save (for new worlds)
- SaveSaveDataCallback() (Windows64 only): After a successful save, if the app doesn't yet know the
save folder name, attempts to capture it via StorageManager or by scanning Windows64\GameHDD\ for
the newest folder. This handles the case where a newly-created hardcore world hasn't been saved yet
when the folder name is needed.
---
Minecraft.World/DisconnectPacket.h
Purpose: Hardcore disconnect reason
- Added eDisconnect_HardcoreDeath to the disconnect reason enum - used when kicking a player who
died in hardcore multiplayer.
---
Minecraft.World/LoginPacket.cpp & LoginPacket.h
Purpose: Serialize hardcore flag in login packet
- Added bool m_isHardcore member, initialized to false in both constructors.
- Server→Client constructor now accepts bool isHardcore = false parameter.
- read(): Reads m_isHardcore from the stream.
- write(): Writes m_isHardcore to the stream.
- getEstimatedSize(): Added sizeof(bool) for the new field.
---
Minecraft.World/RespawnPacket.cpp & RespawnPacket.h
Purpose: Serialize hardcore flag in respawn packet
- Added bool m_isHardcore member, initialized to false.
- Constructor now accepts bool isHardcore = false parameter.
- read()/write(): Serialize m_isHardcore via readBoolean()/writeBoolean().
- getEstimatedSize(): Changed from 13 to 14 bytes to account for the new boolean.