* 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(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(player): extract player rendering into PlayerRenderer class
Move player rendering code from Renderer to new PlayerRenderer class.
Add normal and tangent vertex attributes for improved per-pixel lighting.
* feat(player-renderer): add shadow rendering and include local player data
* feat(gameplay): add player yaw/pitch synchronization and rendering
* refactor(player_renderer): split rendering into per-body-part VAOs and VBOs
Move `PlayerVertex` struct to header and replace single VAO/VBO with arrays of 6 parts. Implement head pitch rotation in `render()` and `shadow_render()` by applying a separate model matrix for the head (index 0). Remove old `vao()` and `sum()` accessors. Adjust model translation for consistency.
* feat(player): add texture mapping to player model using skin
* fix(player-renderer): correct player rendering rotation and texture coordinates
* feat(gameplay): add player gait system with limb animation
* fix(player): update leg UVs and remove yaw wrap
Update left and right leg UV coordinates to align with updated player texture. Remove yaw modulo operation to allow unrestricted yaw rotation beyond 360 degrees.
* feat(camera): add third-person perspective and walk animation
- Introduce Perspective enum (FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT) and m_front member for camera direction.
- Handle F5 key to cycle perspectives.
- Add angle and walk_time to ClientPlayer for walking animation.
- Update player rendering to skip local player only in first person and fix rotation sign.
- Remove redundant player info reporting; update player data with animation angle.
* fix(camera): replace magic number with constant and fix missing break
* fix(client-player): stop sprinting on forward key release
* feat: add camera collision and sphere collision for world
* fix(skin): update player001 texture
* refactor(gameplay): improve thread safety and remove debug logging
* refactor(shaders): extract shadow and normal logic into include files and add lighting to player shaders
* chore(shader): remove unused uniforms cameraPos and specularStrength
* fix: inlcude <array> header
* refactor: update water texture
* feat(gameplay): implement transparent block rendering with depth sorting
* fix(world): use camera pos for distance calculations, make water passable
* refactor(player): use ivec3 for block pass check
* feat(camera): add underwater detection
* feat(renderer): add underwater effect with framebuffer post-processing
* feat(block): add gas property and refactor solid block check
* fix(assets): set leaf block transparency to false
* fix(block): set leaf as transparent
* feat: add grass texture and update grass_block texture
* feat: add block data
* feat: add blocks_tool
* feat: add sync info and change function in blocks_tools
* feat: add check and new function
* refactor: make block texture loading data-driven
* feat: add rendering for grass
* feat: passable grass
* feat: random grass place
* fix: memory leak in TextureManager::load_cross_plane_texture