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.
Preserve sign when clamping velocity; negative velocities now clamp to zero instead of flipping direction. Support loading hitbox definitions from JSON arrays and objects. Tune pig entity movement, spawn height, and wander probabilities.
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