Fixes#1496 to the best of my knowledge. Any issue regarding the spawnpoint being off in terms of radius is up to the server at this point - would not be an us situation here.
Bedrock cuts off the last 3 digits consistently every time, meaning that the keepalive returned from bedrock is never fully accurate. However, if we multiply the value by 1000, then divide by 1000 when sending back to java, the proper value is returned.
* Change version in query to use a more informative string
* Fix removal of string
* Cleaner implementation of version
* Fix build
* Make more explicit what we're replacing
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
Custom skulls are now implemented within the world when placed as a block. This is achieved by placing a fake player entity in the same spot.
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
Co-authored-by: bundabrg <brendan@grieve.com.au>
Co-authored-by: bundabrg <bundabrg@grieve.com.au>
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
Movement is now significant better, especially on slabs, stairs, and other half-blocks.
Co-authored-by: RednedEpic <redned235@gmail.com>
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
Co-authored-by: Tim203 <mctim203@gmail.com>
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
* Fix regressions from 1.16.100
- Update mappings to fix recipe regressions and item differences
- Villager trading NBT now prefers the String identifier and not the integer ID
* Fix lodestone compass breaking
* Initial work on 1.16.100 - currently crashes the client
* Update runtime item states
* Use new Bedrock runtime IDs
Bedrock now hardcodes block runtime IDs in alphabetical order of the identifiers. This commit updates Geyser to accomodate.
- Remove runtime_block_states.dat and replace it with blockpalette.nbt
- Calculate the block runtime ID based on the order of the block palette
- Separate BlockTranslator.AIR into Bedrock and Java values
- Update the second layer of chunks to use air when not waterlogged
- Don't send item palette for now, as that's what crashes the game (will look into for v415)
- Other misc. changes
* Improve second layer chunk translation
* v415 support
- Add a message warning people they are on a beta version of Geyser
* Update to protocol v417
There are still some mappings changes that need to be gone through.
* Update runtime item states and clean up item frames
* Future-proof enchanment table
* Update for v418
* Update to v419
* Apply proper air ID to waterlogged chunk layer
* Fix missing import
* Remove beta warning
* Update mappings
* Manually patch runtime_item_states and send the ITEMS registry
* Update README
* Disable grindstone and smithing inventories (since they're broken)
* Use artifactory jenkins plugin (#1548)
* Use artifactory jenkins plugin
* Bump version to 1.2.0-SNAPSHOT
Co-authored-by: SupremeMortal <6178101+SupremeMortal@users.noreply.github.com>
* Rewrite message handling in MessageUtils to use Adventure
* Move to static Adventure commit to fix a bug
* Initial test implementation
* Add RGB downgrade test
* Move MessageUtils and rename
* Clean-up and fix tests
* Fixed sign and book content handling
* Fix blank signs causing NPEs
* Fix reset before message being stripped
* Add comment about the reset character
* Fix legacy style server motds
* Fix more messages being handled wrong
* Fix title packets being handled wrong
* Fix trailing formatting characters on the end of sign lines
* Add auto updating of Java locale files
* Add en_us locale updating and hash caching
* Changes to hash determining
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Fix GlobalPalette translation
Global palettes don't have their own internal palette, which cannot be iterated through to create a Bedrock palette. Therefore we simply iterate over the whole palette one time. This commit also fixes a regression with flowers/pistons being on multiple chunk sections.
* Don't declare bedrockPalette until after global palette check
* Add more interactive tags (mobile buttons)
This expands our support for showing the interactive tags on touchscreen and console setups. This is not complete - specifically, the food compatibility of creatures needs to be expanded upon (I will work on this later and does not stop this PR from being mergable). This also includes:
- Creepers who are ignited with flint and steel now show up properly
- Zombie villagers now shake properly when converting and show their region outfits
* Add more food choices and add more panda entity metadata
* Re-add eating flag
* Remove debug line
* Refactor dimension usage, finish interactive tag usage, bees
* Print statements... ._.
* Don't make eating item packet data a non-constant
* Move BAMBOO to ItemRegistry
* Add missing break
* Make changes
* Minor final changes
* Fix even more entity metadata flags
* Add comment explaining magic value
* Fix horse flags and add more information
* Add more information about the Horse eating particles
* Fix crash with GSit lay and use Java bed position data
* Fix GSit's lay position
* Move Bed Position metadata to the right class
* Actually fix lay for PosePlugin
* Revert "Actually fix lay for PosePlugin"
This reverts commit 3f21261162.
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>