* update to 1.21.5
* maybe made something better maybe made something worse
:c does still not work
* some fixes
* fix chunk packet
finally, this took way too much of my life time
* port text component
* fix tests
recipes are broken but we currently don't use them anyway
* Populate biomes
* actually fix multi noise sampler
* actually they are all pass-through
* fix serde error
* prepare things
* implement surface rules
* fix max_y
* fix terrain gen
* make surface rules work
* fix wrong biome coords
* refactor height estimator to its own struct
* implement surface estimation for surface rules
* fix surface gen
* some carve work
* fix conflicts
* more biomes work
* fix biome map
* refactor biome lookups
* add unit tests
* change from_block to from_chunk
* not only lushcaves anymore
* add more unit tests
* add unit test
* fix multi noise
* Update proto_chunk.rs
* fix biome map access
* test badlands impl
* fix badlands
* fix some values
* make it compile
* Fix bug in get_enclosing_parameters (#641)
* add badlands pillar and icebergs
* fix clippy
* fix clippy in test
* Update README.md
---------
Co-authored-by: kralverde <github@email.kralverde.dev>
Co-authored-by: 4lve <72332750+4lve@users.noreply.github.com>
* Add block builder
* Implement loot tables
* chaos snapshot
* LFG
* add oak fence
* lever facing
* Add trait for CardinalDirection
* fix clippy
* fix clippy
* reimplement partial state of loottable
* Implement neighbor block updates
* add oak door
* Fix crash on invalid state
* Fixes
* Add fences
* Add doors
* Refactor how we handle block properties when implemented in many places
* Remove old loot_table, moved to block generation
* Better Block Properties
* Add fence gates
* Update block_grouper and add logs
* Build tags instead and make it easier to define variants of blocks
* Save block states
* Allow nether fences to connect with fence gates
* Move away from hardcoded property names
* Clean up property remaps
* start refactor of blocks
* refactor block compile build
* refactor name map for property groups
* Make it so fences can't connect to the air part of a fence gate
* Use extractor instead of hard coded property names
* to_value and from_value should be stripped of "L" prefix
* Prefix isn't used anymore
* use hashes to verify uniqueness
* Don't declare IntProvider twice and fix typo
* remove some comments that don't apply anymore
* Move loot table so it's shared
* Futureproof Loot Tables
* Implement BlockStateProperty condition for LootTables
* Move experience to pumpkin_utils
* Add is_liquid
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Co-authored-by: kralverde <github@email.kralverde.dev>
Also broadcast current held item. The block progress is already correctly displayed and calculated for tools. But for some reason the destruction does not work, looking at vanilla code i have no idea what i'm doing wrong
Also rewrite how we handle tags. Now we can use tags everywhere we want!. I also decided to make the json assets pretty printed which is so much easier to debug, The decision was made because of the reason that we are moving to compile time assets, so pretty printing does not affect performance
* add density function parser, re-write functionality, and add initial tests
* add more tests and fix typo
* re-work density interpolator
* re-work flat cache
* re-work the rest of the chunk specific density functions
* re-work fill functions
* tweak sample logic and do some refactoring
* convert chunk noise to use new density functions
* work on porting proto chunk
* port proto chunk
* add cell cache test
* fix wrapper functions
* remove test print
* update benchmark
* rework again
* rework again pt 2
* classic off by one
* reduce components on the stack by 60x
* aquifer tweaks
* add multi noise sampler for biome sampling
* Remove fastnbt as dependency
* Move to own NBT crate
* Added deserialization
Also replaced i8 bool's with bool's
* Use: fastnbt for pumpkin-world
Until i don't figure out why Arrays do not work, we can use fastnbt
* Added CSoundEffect packet
* Added sound macro
added a macro that turns sound namespaces to the sounds id
* added CEntitySoundEffect
* updated id to i32
* Added sound effects to pvp
* Added sweeping and particles
* Added I-Frames to living entity
* Refactored combat
split up the combat handling into multiple functions and a new combat module
* use new packet macro
* updated json files
* fixed attacking
* use builtin clamp