* 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()
The ChunkHeader array is five unsigned chars big, they're indexed
0..4 - but in the error message (when ChunkHeader[4] isn't 2 -
indicating zlib compression, which seems to be the only allowed
compression method for chunks) the contents of ChunkHeader[5]
is printed. Maybe not so dangerous, but it'll give garbage results
in the log.
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.