Refactor server entity update flow to process entities individually,
skipping those whose chunk is not loaded. System update methods now
accept a single entity instead of iterating the full registry view,
and `ServerWorld::get_chunk_ref_count` is added to determine if an
entity's chunk is active.
Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing.
Store item names as owned strings in ItemManager, set block type
property for block items, validate item kind before placement, and
handle items without textures gracefully in inventory UI.
The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry.
Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines.
Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling.
Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.
Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior.
Update PhysicalSystem and SpeedSystem to operate on entt::registry
instead of individual components. Add TickVelocity for server creatures
so movement is calculated per tick without frame delta time. LocalPlayer
now implements its own client-side physics with collision detection.
Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper.
Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3.
- Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups
- Replace AABB struct with Hitbox (includes HitboxID)
- Convert ModelManager and HitboxManager to singletons with Handle structs
- Update Entity to store IDs for model and hitbox, removing direct references
- Reorganize creature model assets into subdirectories per entity type
- Add player model (player.glb) and collision data for pig
- Remove ModelManager dependency from App and Renderer
- Add namespace parsing utility for asset paths
- Mark sparse_vector::insert() with [[nodiscard]]
Move per-axis collision detection and move distance calculation to new
PhysicalSystem. Move SpeedSystem implementation from inline header to
separate .cpp file. Add const accessors to Entity. Replace inline AABB
helper with HitboxManager registration of player hitbox using new
PLAYER_SIZE constant. Remove obsolete members and functions from
ClientPlayer.
Move position, walk pose, velocity, orientation, movement, and gravity
fields and their accessors into a new Entity base class. ClientPlayer now
inherits from Entity, removing duplicated members. Also update velocity
handling to use 3D vector per axis and adjust related logic.
- Extract `ModelID` and `Model` struct to new `model.hpp`
- Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety
- Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods
- Parse model names in `namespace:name` format to construct asset paths
- Update `load_model` to accept `string_view` and use ID-based management
Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.
- Add Velocity and HitBoxes components to entity
- Introduce HitboxManager for loading per-entity collision AABBs from JSON
- Create MoveSystem with per-axis collision handling
- Move get_block_aabb to base World class and add virtual get_per_tick_time
- Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration
* build: replace FetchContent with direct includes for glm
* build(deps): replace SOIL2 with stb for image and vorbis decoding
* build: replace FetchContent with direct includes for toml++
* refactor(texture): bump block texture size to 512 and disable items tab
* feat: add hotbar system with ItemStack and RowLayout
* fix(ui): restrict Ctrl key handling to typing mode
* feat(ui): add widget border support and highlight selected hotbar slot
* fix(ui): update borders on scale change and correct Image width
- Added update_border() calls in set_scale() for Button, ChatBox, Image, Label, and TextField.
- Fixed Image::width() to multiply by width instead of height.
- Added early return in Widget::update_border() if border is not supported.
* feat(ui): add border visual feedback on slider drag
* feat(ui): add ItemSlot widget and refactor hotbar to use it
* feat(world_scene): add inventory UI and pause type enum
* feat(ui): add item slot tooltip and make window size static
* fix(ui label): account for background offset in width/height
* refactor(ui): centralize item info label in inventory and add update
* feat(ui): add hotbar interaction in inventory UI
* fix(inventory-ui): correct row creation logic for first item
The loop starting at index 0 created a new row on the first iteration
(i % 10 == 0). Shift the loop to start at 1 and adjust modulus condition
to create rows correctly every 10 items.
* feat(block): add name_key for localized block names
Add `name_key` field to all block TOML definitions, enabling per-block localization. Update `BlockData` struct and `BlockManager` with `local_name()` method that returns a localized string via the translation system. Add corresponding entries to `en_US.json` and `zh_CN.json`. Modify inventory UI to use the localized name when displaying block info, and fix a bug where emptying a hotbar slot did not clear the item locally.
* fix(ui): change inventory item slot color from white to gray
* fix(ui): add missing include for std::array
* fix(config): load config on demand in get/set instead of asserting
* feat(chat): implement in-game chat box with UTF-8 support
- Add ChatMessage struct and ChatBox widget for displaying and sending messages
- Introduce split_utf8() in text_tools for splitting UTF-8 strings by character count
- Add TimeTools utility (get_time_ticks) for message timestamps
- Update TextField with start_typing/stop_typing methods and set_typing()
- Integrate text input handling in WorldScene and WorldUIManager for chat
- Add utf8cpp library for robust UTF-8 validation and processing
- Add ChatBox rendering and input logic (src/ui/chat_box.cpp)
- Register ChatBox source in CMakeLists.txt
- Fix Renderer::render_lable to skip rendering if VAO is null
- Update credits to include utf8cpp library
* fix(ui): correct chat box layout with dynamic height and bottom anchor
* feat(chat): implement client-server chat messaging
Add protobuf definition for ChatMsg, new packet ID CHAT_MSG (4001), and
handle sending/receiving chat messages on both client and server side.
Wire up UI components (ChatBox, TextField) to allow message input and
display, including a message queue in ClientWorld for thread-safe
processing. Also add default initialization for ChatMessage::time.
* feat(chat): distinguish between send and cancel in chat input
* feat(ui): add background to Label widget and refactor debug overlay
* refactor(ui): decouple ChatBox from image dependencies, allow custom TextField backgrounds
TextField's background is now a generic `Widget` pointer, enabling use of any widget (e.g., `Rect`, `Image`) as background. `ChatBox` no longer creates its own `TextField`; it accepts one via `set_text_field`. Removed `set_d_image` and `set_default_image` in favor of `set_background`. Added a shared default image constant in `default_image.hpp`. Updated `host_game_ui.cpp`, `join_game_ui.cpp`, and `world_ui_manager.cpp` to construct backgrounds accordingly.
* refactor(ui): move width, height, and fill properties to base Widget
Consolidate width, height, and fill (fill_parent, fill_width, fill_height) into the base Widget class. Replace per-widget set_fill(bool) with set_fill_parent(bool), set_fill_width(bool), and set_fill_height(bool).
* refactor(ui): generalize Label background, add ChatBox width method
* feat(chat): implement message expiration after 5 seconds
* feat(ui): add word wrap for chat messages with font width measurement
* feat(audio): implement voice chat using Opus codec
Add voice chat support with Opus encoding/decoding, push-to-talk (V key), and new audio recording infrastructure.
* feat(audio): implement voice chat with Opus codec and streaming audio source
Add AudioStreamSource for continuous PCM playback. Refactor voice send/receive to encode with Opus and stream to a dedicated source instead of per-frame sources. Enable voice transmission over network.
* feat(audio): add spatial voice source with underwater effects
Update voice source to support spatial positioning, low-pass filter, and reverb effect for underwater immersion. Adjust source pool size and low-pass filter parameter. Correct receive_voice parameter type.
* feat(settings): add player voice volume and voice input type options
- Add player voice volume slider and voice input type combo in settings UI.
- Add localization strings for player voice and voice input types.
- Add config overloads for const char* default values.
- Implement voice input types (PTT, always, off) in world scene.
- Refactor WorldScene member order and add load_config method.
- Update audio engine to use player voice volume.
- Downgrade some logging to debug.
* fix(event): delegate error UI events to each handler
Move error UI event check from top of handle_event into each individual
event handler (mouse_move, mouse_button, mouse_wheel, key, text_input).
Also flatten window resize dispatch: all sub-handlers are called regardless
of previous handler return values, and the method always returns false.
* feat(chat): add colored system messages for player join/exit
* chore(logging): reduce verbosity for audio loading and input events
* fix(settings): fix typo in config key "vloume"
* feat(ui): add microphone icon when recording voice
* feat(voice): limit voice message range to 48 units
* chore(logging): downgrade text input log level to debug
* feat(credits): add license identifiers and reorganize license files
* feat: add sensitive word filter for chat messages
Implement AC automaton-based filtering using a sensitive lexicon loaded from a JSON asset file. The filter is applied to both player names and chat messages before broadcasting, and can be toggled via the `sensitive_filter` config option.
* feat(server): add config option to disable voice chat
* fix: correct utf8 validation, add missing include, remove debug log
* refactor(log): convert Logger from namespace to class with static methods
- Replace the Logger namespace of free functions with a Logger class containing static methods (info, error, warn, debug).
- Simplify log calls by removing explicit source_location parameters; adopt `std::print` for output formatting.
- Undefine common macro names (DEBUG, INFO, ERROR, WARN) to avoid collisions.
- Update `renderer.cpp` to use `Logger::debug` instead of the old `Logger::log`.
- Add missing `#include <source_location>` in `audio_error.hpp`.
- Fix early return condition in `WorldScene::set_pause`.
* refactor(camera): remove reset_camera method and first-mouse flag
* refactor: replace --no-debug with logging options, add assertions, fix typo
- Removed `--no-debug` CLI flag and added `--logs-path`, `--log-level`, `--enable-filelog`, `--enable-consolelog`.
- Added file logging support with daily rotation, log level threshold, and console/file output control.
- Added `m_init` check in `Config::get`/`set` to prevent use before initialization.
- Fixed typo in `DebugCollector::destroy` (`distory` → `destory`).
- Removed `debug_on` parameter from `Renderer::init`; OpenGL debug output is now unconditionally enabled in debug builds.
* feat(debug): enable GL debug context flag in debug builds
* build: add SDL3 dependency
* refactor(window): migrate from GLFW to SDL3 for window and input
* refactor: remove unused GLFW includes and commented-out code
* refactor(input): use relative mouse motion and simplify camera mouse update
* refactor(event-handling): guard input events with imgui state
Move mouse enable/disable logic into set_imgui_enabled and check imgui_enable before forwarding non-ImGui events to handlers. This prevents duplicate processing and ensures proper mouse state when toggling ImGui.
* fix(camera): reset camera on resize events and fix input handling on imgui toggle
- Add Camera::player() accessor.
- Handle WindowResizeEvent and FrameBufferResizeEvent to reset camera.
- Fix escape key handling to disable mouse before toggling imgui.
- Fix left alt handling to toggle mouse state correctly.
- Reset player key status when toggling imgui.
* fix(client_world): add direct exit flag to break connection error loop
* refactor(debug): add d_rep template and remove widget ID
* feat(debug_collector): add video driver display to debug UI
* fix: invert debug flag logic and rename to no_debug
The previous 'debug_on' field was never set to true by default, causing
debug mode to never be enabled. Now renamed to 'no_debug' and the
renderer initializes with debug enabled unless the --no-debug flag is
given.
* feat(window): add video driver selection via config and --video-driver argument
* ci: add vcpkg cache
* fix: mscv cpp version show
* fix: context delete too early
* fix: ci build fail
* fix: opengl resource delete error
* fix: add // NOLINT for NvOptimusEnablement and AmdPowerXpressRequestHighPerformance
* fix: windows ime fail on fullscreen
* feat(ui): update text input area on field changes and window resize
* fix(ui): initialize m_app pointer to nullptr
* feat(window): add exclusive fullscreen support with WM detection
* refactor: simplify WM detection and exclusive fullscreen default
Removed WindowManager enum; detect_wm() now returns string directly.
Default exclusive fullscreen based on platform (true on Linux).
Added WM info to debug overlay.
* feat: add Alt key to close ImGui; clarify debug log
* refactor(dev-panel): remove direct settings UI from settings tab
* refactor(config): remove TOML config loading and replace is_client with host_game
* feat(network): add net_error_message helper and use for error logging
* build: add nlohmann/json library
* build(deps): add harfbuzz dependency
* feat(cmake): add guard to reject macOS builds
* feat(font): add HarfBuzz shaping and replace font with unifont
* feat(localization): add i18n support with en_US and zh_CN translations
Implement Localization class to load JSON translation files. Replace hardcoded strings in UI with translation keys and update sliders/combo buttons to use dynamic text.
* feat(localization): detect system locale for language default
* feat(settings): add language selection option with restart notification
* fix: use vckpg to add freetype on windows
* refactor(ui): replace Text with Label/Widget component system
Replace the old `Text` class with a new component-based UI system consisting of `Widget` and `Label` classes. Key changes:
- Remove `Text` class and its GPU upload logic; introduce `Label` as a `Widget` subclass with dirty-flag vertex update.
- Add `UIVertexData` struct to manage per-label vertex buffer/array and memory.
- Refactor `DebugCollector` to store labels in a `Widget` tree, removing hash-based lookup.
- Simplify `Font::vertices()` signature by removing position/scale parameters; scaling is now applied in the renderer’s model matrix.
- Update `Renderer` with `render_label()` and move UI rendering to a `render_ui()` that renders the widget tree.
- Add new source files `label.cpp`, `widget.cpp`, `ui_vertex_data.cpp` and update CMakeLists.
* refactor(render): replace UI shaders with image shaders and Image widget
* refactor(core): add event system and scene management
- Introduce Event variant and Overloaded helper for input handling
- Move game state (camera, client_world, dev_panel) from App to WorldScene
- Add SceneManager with push/pop/change operations for scene stack
- Refactor input callbacks to dispatch events through scene hierarchy
- Extract Argument struct to separate header
- Update Renderer and WorldRenderer to accept world reference
- Replace global input state with event-driven processing in ClientPlayer, Camera, etc.
* refactor: add framebuffer resize event and separate UI management
* fix(font): use correct texture format and clamp to edge for font atlas
* feat(input): add KeyAction::REPEAT for key repeat events
Add a new REPEAT value to the KeyAction enum and update the input callbacks to map GLFW_REPEAT actions to the new value instead of treating them as press.
* feat(client-player): add block cooldown and track mouse state
Introduce a time-based cooldown for block placement (PLACE_BLOCK_INTERVAL) to prevent rapid clicking. Replace the global InputState with per-player MouseState tracking in ClientPlayer. Rename place_block() to get_current_block() for clarity. Remove the old src/input.cpp and the Cubed/input.hpp header, moving input structures to Cubed/input/input.hpp.
* ui: add main menu scene and interactive button widget
- Implement MainMenuScene with a "Start Game" button that pushes the WorldScene.
- Extend Button class with background/foreground, hover detection, and size queries.
- Add virtual width/height and event handlers to Widget base class.
- Update WorldUIManager to propagate mouse move events.
- Adjust Window mouse mode based on game running state.
* feat(ui): add button scaling and change square vertices to top-left origin
* refactor(font): return TextMesh from Font::vertices to include bounding box
Replace the plain vertex vector with a TextMesh struct that carries width, height, and min coordinates. Update Label to compute and store these values immediately on text change (removing lazy dirty update). Fix Button's width/height to factor in scale and use concrete widget types for background and foreground.
* feat(ui): support scaling of labels and images
Modify width() and height() methods to multiply by m_scale for both Label and Image. Rename internal dimensions to m_real_width and m_real_height for clarity. Adjust Button foreground position to vertically center when label is scaled.
* refactor(ui): move scale property to subclasses and fix resize event handling
Remove scale from base Widget class and add per-type set_scale/scale methods to Button, Image, and Label. Dispatch separate WindowResizeEvent alongside existing FrameBufferResizeEvent. Correct centering calculations from `+` to `-` in main menu and world UI managers.
* fix(render): remove duplicate scaling in render_image model matrix
* feat(ui): introduce anchor-based widget positioning system
Replace set_position with anchor and offset for relative positioning. Add parent pointer to widget hierarchy. Remove manual resize logic in UI managers.
* feat(ui): introduce ColumnLayout widget and refactor widget parenting
- Add ColumnLayout widget that arranges children vertically with spacing.
- Refactor Widget::add_child to automatically pass `this` as parent.
- Update DebugCollector to use ColumnLayout for consistent spacing.
- Expose children() accessor in Widget for layout management.
* feat(main_menu): add exit button and refactor layout with ColumnLayout
- Add `should_close_window()` method to force window close from UI.
- Replace standalone button with ColumnLayout for proper centering.
- Add "Exit" button that calls `should_close_window()`.
- Update ESC key handling to only close window when game is not running.
- Fix ColumnLayout to respect parent's anchor instead of hardcoded TOP_LEFT.
- Remove unused parameter name in Image::update for consistency.
* feat(ui): add Rect widget with fill, color, and parent-relative sizing
* refactor(ui): extract common UI manager logic into base class
* refactor: move server logic to WorldScene and refactor UI methods
* feat(scene): implement pause menu with UI manager and escape key toggling
Add PauseMenuUIManager class and integrate pause state into WorldScene.
Escape key toggles pause in ClientPlayer and PauseMenuUIManager.
Refactor Window mouse and imgui control to support pause state.
* refactor(scene): dispatch events via typed handlers and move pause toggle to WorldScene
* feat(ui): add HUD visibility toggle and image fill features
* refactor(app): remove redundant ImGui WantCaptureMouse check in cursor callback
* feat(scene): add credits scene and UI
* feat(credits): add ESC key handling; remove about tab from dev panel
* feat(ui): add Slider widget for value selection
* refactor(ui/slider): improve track/thumb initialization and validation
Rename track/thumb accessors from set_track/set_thumb to get_track/get_thumb.
Add private init methods and a constant THUMB_WIDTH.
Add validation to set_width with log and assert.
Modify set_height to assume non-null m_thumb.
* refactor(ui): simplify Button API with property setters
* feat(ui): add label and image support to slider
- Add `set_text()`, `set_track_image()`, `set_thumb_image()` methods.
- Include label rendering and auto-scaling based on slider dimensions.
- Replace static `THUMB_WIDTH` with dynamic thumb sizing.
- Add slider thumb and track texture assets.
* feat(ui): add int slider support and fix update_text_scale calls
* refactor(config): rename hot_reload to reload_config and add settings scene
* feat(ui): add auto-scaling option for button and slider text
* feat(ui): add button enable/disable and reset on re-enter
Prevent double-clicking on buttons that push new scenes by disabling them on click and re-enabling when the UI manager's on_re_enter is called.
* fix(input): reset key status on pause
* feat(ui): add ComboButton widget and integrate into settings
Introduce ComboButton, a button that cycles through options on click.
Used in SettingsUI for fullscreen, V-Sync, and anisotropic filtering.
Adds texture reload support in SettingsScene and makes Button methods
virtual to allow overriding. Also fixes default mouse_enable to true.
* feat(ui): add child anchor and content sizing to column layout
* feat(ui): add TextField widget with UTF-8 text input support
* feat(scene): add host game scene and world parameter handling
* feat(scene): add join game scene and UI
* feat(ui): add clipboard paste to TextField
* feat(ui): add blinking cursor to text field
* feat(ui): add error UI for connection failures and network errors
Introduce ErrorUI to display error messages in-world when the client encounters connection failures or network errors. The network client now stores error strings thread-safely and exposes them via `get_error_string()`. The world scene suspends normal update/render when an error is active and shows the error overlay, allowing the user to return to the previous scene. Additionally, the client world checks for connection errors during exit to avoid hanging, and the join game UI is fixed to correctly default to client mode.
* refactor: move connect error check to WorldScene and add UI titles
* feat(ui): add error display in host and join game screens
* feat(ui): add configurable child traversal order for event handling
Add TraversalOrder enum to Widget, allowing event handlers to iterate children in back-to-front (default) or front-to-back order.
Set ColumnLayout to front-to-back order.
Change TextField mouse button handler to return false, enabling event propagation.
* fix: window build fail
* style(ui): remove extra blank line
* refactor(config): replace singleton with dependency injection
* refactor(client_player): return ChunkPosSet by value in non-const getter
Copy the internal set under the mutex lock to avoid exposing a mutable reference that could be used unsafely after the lock is released. This fixes a potential data race when the caller holds the returned reference beyond the critical section. Also update the caller in `client_world` to remove the now-unnecessary `std::move`.
* fix(gameplay): prevent use-after-free in pending delete queues during destruction
* refactor(config): separate game and server configuration with explicit paths
* refactor(render): move render files to subdirectory, add RAII vertex buffer/array classes
* refactor(render): encapsulate OpenGL textures into Texture class
* refactor(texture): encapsulate textures with unique_ptr and bind methods
Replace raw GLuint framebuffer textures with std::unique_ptr<Texture>. Update TextureManager to return const Texture* instead of GLuint. Use Texture::bind() for active texture binding. Add RGBA16F and RGB formats. Add texture parameter methods. Update destructors accordingly.
* refactor(render): use Texture, VertexBuffer, VertexArray classes
* feat(render): add FrameBuffer class to encapsulate framebuffer operations
* refactor(render): extract world rendering into WorldRenderer class
* refactor(render): rename projection and model matrix members for clarity
* chore(render): remove unused matrix members
* fix(texture-manager): correct delet_texture typo and add null checks for textures
* build: add OpenAL dependency
* feat(deps): add dr_libs audio library
* feat(audio): integrate OpenAL audio engine with WAV/MP3/FLAC support
* feat: add bgm001
* feat(audio): add audio fade in/out and fix delta time naming
* fix(audio-source): improve state, volume, and const correctness
* feat(audio): add 3D audio playback with source pool and auto-loading
* feat: add ogg loader
* feat(audio): add footstep sounds and fix audio listener orientation
* feat(sound): add block place and break sounds
* feat(audio): add per-channel volume control and config reload
* fix(audio): set distance model, reduce max distance, fix sound pos
- Set OpenAL distance model to AL_INVERSE_DISTANCE_CLAMPED in engine.
- Reduced AL_MAX_DISTANCE from 100 to 48 for better falloff.
- Fixed block sound position to use world coordinates instead of local block coordinates.
* refactor(game_time): introduce Timer for time-based updates and rename existing to TickTimer
Add a new `Timer` class that operates in seconds (using `TimeType`) alongside the existing `TickTimer` which uses `TickType`. Rename the original `Timer` to `TickTimer` throughout the codebase. Update `ClientWorld` to maintain separate maps for tick-based and time-based timers, and replace the hardcoded footstep timer in `ClientPlayer` with a time-based callback timer. Also add `play_2d` to `AudioEngine` and load an ambient bird sound to demonstrate the new timer functionality.
* feat(gameplay): add ocean wave ambient sounds with random selection
Add four ocean wave FLAC sound files and play one randomly when player is within 10 blocks of sea level and in an ocean biome. Include a Random member initialized from ChunkGenerator seed for consistent randomization.
* feat(gameplay): detect underwater state and play transition/bubble sounds
- Add is_underwater() and set_underwater() to ClientPlayer.
- Change get_world() to return non-const reference for audio access.
- Update Camera::update_move_camera() to detect water block changes and trigger transition sound.
- Add repeating timer in ClientWorld to play random bubble ambient sounds while underwater.
- Include new ambient sound assets for water transitions and bubbles.
- Also add sand walk sound asset (unused in this commit).
* feat(assets): add and update block break/place/walk sounds
Add sounds for dirt, grass_block, leaf, log, sand, snowy_grass_block, stone.
Update existing leaf/walk, sand/place, sand/walk, and stone/place sounds.
* feat(gameplay): add walking sound for players and adjust underwater bubble interval
- Move walk/run sound interval constants from anonymous namespace to ClientPlayer header
- Add moving_time field to PlayerInfo to track continuous movement
- Implement play_walk_sound callback triggered by WALK and RUN gaits
- Increase underwater bubble timer from 1.0s to 1.5s
* feat(asset): add grass block break and place sound effects
* feat(renderer): add --no-debug flag to disable OpenGL debug output
* feat(audio): add day/night-based BGM switching
* feat(audio): add underwater low-pass filter effect
* feat(audio): add pitch control to audio sources
Implement set_pitch method that clamps pitch between 0.0 and 1.0 and applies it via AL_PITCH. Includes minor whitespace cleanup in audio_engine.cpp.
* feat(audio): implement reverb effect and integrate into underwater system
* asset(sound): update dirt and grass block break/place sounds
* feat(network): synchronize player water sound
* fix: include <numbers>
* fix(audio): play ambient water bubble sound in 3D at player position