2 Commits
Author SHA1 Message Date
pieeebot 51ee0d8e57 fix(Windows64): audio crashes, lighting issues and music not being copied correctly 2026-07-23 18:00:55 +03:00
pieeebot 9ef66ed71b fix(TU22): Boat, Baby zombie and Texture changes.
TU22:
- Corrected baby zombie hit boxes size.
- Fix for players sometimes taking fall damage while in a boat.
- Updated Lapis Lazuli's block texture
2026-07-22 19:59:49 +03:00
9 changed files with 34 additions and 2 deletions
@@ -24,7 +24,7 @@ $folderCopies = @(
@{ Source = "DurangoMedia"; Dest = "Windows64Media" },
@{ Source = "Windows64Media"; Dest = "Windows64Media" },
@{ Source = "PSVita\Tutorial"; Dest = "Windows64Media\Tutorial" },
@{ Source = "Windows64Media\music"; Dest = "Windows64Media\music" },
@{ Source = "music"; Dest = "Windows64Media\music" },
@{ Source = "Windows64Media\Sound"; Dest = "Windows64Media\Sound" },
@{ Source = "Common\Postbuilds\Contents\Windows64\redist64"; Dest = "redist64" }
)
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+1 -1
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@@ -832,7 +832,7 @@ void Tesselator::vertex(float x, float y, float z)
pShortData[5] = (((int)(v * 8192.0f))&0xffff);
int16_t u2 = ((int16_t*)&_tex2)[0];
int16_t v2 = ((int16_t*)&_tex2)[1];
#if defined _XBOX_ONE || defined __ORBIS__ || defined _WINDOWS64
#if defined _XBOX_ONE || defined __ORBIS__
// Optimisation - pack the second UVs into a single short (they could actually go in a byte), which frees up a short to store the x offset for this chunk in the vertex itself.
// This means that when rendering chunks, we don't need to update the vertex constants that specify the location for a chunk, when only the x offset has changed.
pShortData[6] = ( u2 << 8 ) | v2;
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+29
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@@ -48,6 +48,35 @@ bool Boat::makeStepSound()
return false;
}
void Boat::checkFallDamage(int result, int onGround, double ya)
{
if (fallDistance <= 3.0) return;
if ( !onGround )
{
int t = level->getTile(x, (floor(y) - 1.0), z);
if ((!t || Tile::tiles[t]->material != Material::water) && ya < 0.0 )
fallDistance -= ya;
return;
}
causeFallDamage(fallDistance);
if (!level->isClientSide && !removed)
{
remove();
for (int i = 0; i < 3; i++)
{
spawnAtLocation(Tile::wood_Id, 1, 0);
}
for (int i = 0; i < 2; i++)
{
spawnAtLocation(Item::stick->id, 1, 0);
}
}
fallDistance = 0.0;
}
void Boat::defineSynchedData()
{
entityData->define(DATA_ID_HURT, 0);
+1
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@@ -36,6 +36,7 @@ public:
Boat(Level *level);
protected:
virtual void checkFallDamage(int result, int onGround, double ya);
virtual bool makeStepSound();
virtual void defineSynchedData();
+2
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@@ -147,6 +147,8 @@ void Zombie::aiStep()
}
}
Monster::aiStep();
if (isBaby())
setSize(0.3f, 0.9f);
}
bool Zombie::hurt(DamageSource *source, float dmg)