The algorithm was designed so All portals must be facing the center, no matter which block had the eye inserted in last.
Note: Still need to create a block entity so that portals don't become invisible when you relog.
Addresses part of #3445Fixes#3695
Currently the player is spawned immediately in front of them.
Simply changing `cNetherPortalScanner::OutOffset` to 0.5 wasn't enough, as the player would always be spawned on top of the portal, however checking for non-solid blocks instead of air fixes this.
Closes#4236
CMake now creates a header file in the build directory under the path "include/Globals.h" which just includes "src/Globals.h" with an absolute path. Then instead of adding "src/" to the include directories, it adds "include/".
#include "Globals.h" still works by including the build generated file and any other src-relative path will not work.
This is my attempt to fix#4112. The root cause of the issue was that the lapis slot was treated exactly the same as the enchanting slot, so it on the server side it would only ever slot one item.
My fix is to check if its the second slot in the window, then check if it's lapis (it would slot whatever). If it is lapis I call the base click handler.
Problem: On a new server the players folder was not created on windows.
Root Cause:
`GetUUIDFolderName` was returning a folder structure for players with `/` while CreateFolderRecursively was checking for `\\` for win32.
The fix is to recognise both forward and backward slashes as file separators on windows.
Fixes#4284
* Replace cWorld::FindClosesPlayer with cWorld::DoWithClosestPlayer
* Implement experience reward splitting into the orb sizes used in vanilla
* Modified speed calculation in cExpOrb::Tick to make the orbs fly towards the player
Fixes#4216
Along with a call to `destroyentities`, this fixes#4271
I'm guessing the intention of this code was to modify the normal spawning of ocelots. However, `cEntity::SpawnOn` is actually called to send the entity to an individual client. That means this code was run for every single player, every time they were sent a chunk with ocelots in it. Thus, the ocelots population would grow exponentially as players log in and move around.
* Move Broadcast functions from cChunkMap to cBroadcaster
- Remove cBroadcastInterface in favour of cBroadcaster.
- cChunk: Remove broadcast functions.
* resurect broadcast interface
* Absorb cBroadcaster into cWorld.
Removes the need for forwarding the function calls.
* Improve const-correctness
* Use Int8 instead of char
+ Comment `ForClients` functions
* Improve comments
* Broadcaster: Rename ForClients functions
Closes#1244
Initially I was just going to add the cChunkData to cSetChunkData but profiling revealed
that the copying wasn't even the biggest slowdown. Much more time was being spent in
cChunk::CreateBlockEntities and cChunk::WakeUpSimulators than was in memcpy so I've made
those significantly faster as well.
Optimisations performed:
* cSetChunkData now stores blocks in a cChunkData object
* cChunkData objects can now perform moves even if they are using different pools
* cChunk::CreateBlockEntities now iterates in the correct order and only over present chunk sections
* Similarly for cChunk::WakeUpSimulators
* cSetChunkData::CalculateHeightMap now shortcuts to the highest present chunk section before checking blocks directly
1. Base knockback on an entity's bounding box intersection with the explosion
2. Armor blast protection reduces knockback
3. Don't apply knockback to players flying in creative mode
Fixes#4139
1. implement protocol message SendHeldItemChange
2. add save / load inventory equipped item slot in JSON
3. send held item slot message after player connect to server
Fixes#4189
When generating foliage, create cacti with height in the interval [1; MaxCactusHeight] and sugarcane with height in [1; MaxSugarcaneHeight] (with MaxCactusHeight and MaxSugarcaneHeight declared in world.ini)
Fixes#4135
* Change reinterpret_cast -> static_cast wherever possible
* Remove more unnecessary `const_cast`s.
reinterpret_casts should be avoided for the same reason as c-style casts - they don't do any type-checking. reinterpret_cast was mainly being used for down-casting in inheritance hierarchies but static_cast works just as well while also making sure that there is actually an inheritance relationship there.
Fixes ["Fishing Speed Too Slow"](https://forum.cuberite.org/thread-3175-post-29000.html#pid29000).
Interestingly, the constants @NiLSPACE points out are actually correct:
```cpp
(Random.RandInt(100, 900) - static_cast<int>(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLure) * 100))
```
100 to 900 ticks is the correct timing of 5-45 seconds. However, the timer is only updated when the floater is in the water and the server side position was actually bobbing in and out of the water. This meant the timer took ~2-3x longer than it should.
With this change the floater position is always in the water and so the timer works as expected.
* Smelting Exp
Smelting now gives experience
* Furnace.txt update
Exp rewards are entered in furnace.txt, Reward calculation is now done
is the furnaceentity class
* furnace.txt update
Changed alignment tabs to spaces
Included documentation of exp in recipe
* Updated StringToFloat
changed strtod to strtof
* Explicit Float to Int
* Reworked Smelting Rewards
* No C casts
-Adds new function to the api
-Sets reward counter to 0 in furnace constructor
* Style and exp lock removed
-Fixed style mistakes accoring to PR notes
-XP isn't locked to a single player anymore
* No Smelter API
-Removed SetLastSmelter and GetLastSmelter
-Fixed comments
-Fixed log reward amounts
Fixes#4040
* The TCP connection is now shutdown after OnBodyFinished
* Any open connections are closed when cNetworkSingleton::Terminate() is called.
* Removed ownership cycles in cUrlClientRequest
* Added a check to the test to ensure there are no leaks.
* Fixes a number of "<function>: not all control paths return a value" warnings on MSVC.
* Introduces the UNREACHABLE global macro and uses it instead of conditionally compiled switch defaults.
* Move cNBTParseErrorCategory from FastNBT.h into FastNBT.cpp to prevent bad calls to message()
Fixes#4093
Window updates are only broadcast to players in the m_OpenedBy list. Normally players are added after sending a window open packet but no packet is sent for a player's inventory. This meant broadcasts were never sent for the inventory window.
* New movement system for leashed entities
Entities are accelerated towards the leashed to entity as if by a spring.
* Mobs now pathfind close to but not directly to the leashing entity.
* Also minor comment changes
* Cactus detection code follows pattern set in #3996
* Pickups are now destroyed on cactus contact
* Add cactus detection and destruction to Exp Orbs
Remove checks for IsExpOrb() in cEntity::Tick()
Exp Orbs do not call super::Tick() and so this condition was
pointless.
* Replace cEntity:m_IsSubmerged with m_IsHeadInWater
* Replace cEntity:m_IsSwimming with m_IsInWater
* Add API documentation for new symbols
* Apply SetSwimState to all entities, not just mobs and players
* Pickups now use IsOnFire to check if they are on fire before destruction
Fixes#3987
* Add hand parameter to distinguish main hand/off hand.
* Add a new function cClientHandle::HandleUseItem to separate the functionality of using an item without a target block. This matches the protocol with client version >= 1.9
* Always actively update the status of a block if the placement fails (by out of reach or rejected by plugin).
* Do not call plugin callback CallHookPlayerRightClick(-1, 255, -1, -1, 0, 0, 0) when using item.
The CallHookPlayerUsingItem will still be called.
Now at most one of CallHookPlayerRightClick, CallHookPlayerUsingBlock,
CallHookPlayerUsingItem and CallHookPlayerEating will be called based on
the type of action (not including the used version of callbacks).
* Do not count using item as BlockInteractionsRate check (Using item takes time).
* Now we can open chests(etc.) when sneaking as long as the player's hand is empty.
This is what vanilla server does.
* Replaces AppendVPrintf with fmt::sprintf
* fmt::ArgList now used as a type safe alternative to varargs.
* Removed SIZE_T_FMT compatibility macros. fmt::sprintf is fully portable and supports %zu.
* Adds FLOG functions to log with fmt's native formatting style.
Adds a block handler for concrete powder and implements hardening to concrete.
Concrete powder turns into concrete when:
* It is next to water when it receives a block update
* It falls onto a water block (even with Physics SandInstantFall=1)
Fixes#4127
Some classes were exported but were only pushed as a cEntity
meaning exported functions were inaccessible.
This brings cLuaState::Push(cEntity *) up to date with all exported entities.
* Uses vanilla logic to decide which blocks rain falls through.
* Rain falls infinitely above the world, and stops at y=0.
* Entities will now be extinguished if they are under rain-blocking
blocks, and fire will now be extinguished by rain similarly.
* Create IsWeatherWetAtXYZ to identify wetness at a particular location.
* Use new code for enderman rain detection.
* Fixes issue #916
* Disable warnings for global constructors in the fire simulator.
Stop using gdb on osx - was breaking the build
Add clang 3.5 build as travis now defaults to 5.0
Fix unknown-warning-option errors on AppleClang
ProtoProxy: Use nullptr
UrlClientTest: add override to callback destructor
Update jsoncpp to use nullptr
* Fixed Clang 5.0 compile errors
* Fixed wrong comment
* Only disable warnings in Clang 5 or higher
* Added a CMake condition for the Clang 5 no-zero-as-null-pointer-constant warning
* Now using the use_nullptr branch of the Cuberite specific SQLiteCpp fork