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5 Commits
| Author | SHA1 | Message | Date | |
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| ef0fc7c5c0 |
feat(screenshot): add screenshot viewer scene
Add SCREENSHOT scene and UI to browse screenshots from the main menu, with localization for English and Chinese. Also allow image loading by full path and replace scene-operation asserts with error logs. |
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236e7c0433 |
feature: creature (#38)
* build(deps): add assimp library as dependency * feat(render): add model loading and rendering pipeline * refactor(render): rename depth player shaders to depth model and clean up * build: add EnTT library * feat(entity): add ECS-based entity rendering * feat(render): add shadow pass for entity models * refactor(render): unify model and player rendering with single shader pipeline * refactor(collision): convert AABB to center-half representation and migrate player data to ECS * refactor(gameplay): add base classes Chunk and World for shared logic * feat(gameplay): implement entity movement system with collision detection - 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 * fix(gameplay): correct hitbox insertion in HitboxManager::load * build: remove entt library * refactor(gameplay): replace entt components with SparseVector for player data 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. * feat(render): add model ID system with concurrent lookup and namespace-based loading - 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(gameplay): extract movement, gravity, orientation, and walk pose into structs * refactor(gameplay): extract Entity base class 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. * feat(player): split max speed into horizontal/vertical, set spawn pos * refactor: move movement logic into SpeedSystem and Entity components * refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem 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. * refactor(gameplay): integrate model and hitbox ID system into Entity - 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]] * build: add entt library * refactor(gameplay): rename ClientPlayer to LocalPlayer * refactor(gameplay): separate player logic into manager and ECS components * feat(gameplay): add entity managers and refactor to ECS components * refactor(gameplay): replace client thread with timer-based system and add entity manager * feat(gameplay): implement entity system with concurrent task handling and fix model loading * feat(gameplay): add entity destruction support * feat(entity): add client-to-server entity creation and destruction requests 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. * feat(gameplay): implement entity update packets Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates. * feat(ai): add wander AI system with move boost 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. * refactor(ecs): move entity physics to tick-based systems 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. * feat(gameplay): add server-side entity movement and AI Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager. * feat(gameplay): add pig wander AI and refine speed physics * feat(server): send entity position updates to all sessions * fix: correct velocity clamping and hitbox loading 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. * feat(creatures): refine pig movement physics Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior. * feat(physics): implement step-up for horizontal collisions * feat: sync entity direction and rotate models accordingly 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. * feat(render): interpolate entity transforms for rendering Add RenderTransform component to smooth position/direction updates and use it in entity and shadow passes. * fix(server_world): send time before entity updates * build: replace nlohmann json with rapidjson * refactor(json): migrate from nlohmann to rapidjson 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. * feat(item): add item manager with JSON asset loading 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. * refactor(item): decouple items from block types 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. * fix(gameplay): use inline const for static EMPTY members Use inline const for static EMPTY members to avoid ODR and linker issues. Add missing block_manager.hpp includes in gameplay sources. * fix: stabilize block item registration and display 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. * feat: add pig spawn egg item 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. * refactor(gameplay): update systems per entity with chunk check 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. * perf(render): skip entities outside loaded chunks * feat: add --direct-enter option to skip to world scene Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow. * refactor(localization): switch block translations to item naming Remove the `name_key` field from block definitions and use item-based localization keys (`item.*.name`) for inventory display. Item data now stores the localized name at load time. * feat(gameplay): spawn creatures during chunk generation Add creature spawning to chunk generation with a configurable SpawnConfig, including a default pig spawn. Spawning occurs in the final generation phase and registers entities through the server world's entity manager. Also destroy entities when their chunk is unloaded to prevent orphaned entities and expose the entity manager from ServerWorld. * feat(gameplay): add run mode based thread pool config Introduce RunMode enum and thread pool sizing helpers for client, server, and hybrid modes. Add compute pool to server world and pass mode through server/client initialization. * perf(server): parallelize entity update loop Use parallel_do to process entities concurrently via the compute pool. Switch get_all_session to a thread-safe tbb::concurrent_vector and make ChunkEntity's ref_count atomic to avoid data races. Also remove the debug pig spawn from world init. * feat(creatures): animate creature walk cycles Add a Gait component synchronized over the network and procedural animation for model nodes. Load animation parameters from assets/model/creature/pig/animation.json and apply leg swing, body bob, and head motion based on gait. Refactor Gait into its own header for reuse. * fix(gameplay): make entity interpolation frame-rate independent * perf(render): batch model rendering with instancing Replaces per-entity draw calls with instanced rendering for both main and shadow passes. Each model's node hierarchy is flattened once and instance matrices are updated per frame, reducing draw calls and CPU overhead. * refactor(render): build entity instance buffers once per frame Move instance matrix upload into build_vertices and use a precomputed instance data map for both shadow and color passes, avoiding duplicate GPU buffer updates. * perf(gameplay): batch entity updates into single packet Aggregate per-entity update messages into S2CEntityUpdateBatch and broadcast once per tick. Reuse serialized packets in several broadcast loops to avoid repeated make_packet calls. * fix: correct thread count and shadow projection uniform - Add reserved client thread count to client threads in server generation calculation. - Set projection matrix uniform only for non-shadow rendering. * feat(ecs): add entity type separation and creature limits Replace generic entity creation with typed creatures and items. Rename `add_entity` to `add_creature`, enforce per-player creature cap, and track entity/creature totals for metrics. Expose run mode to dev panel and show new counts. * perf(render): frustum cull entities before instance building Add frustum culling to entity instance data collection using AABB vs camera frustum planes. Pass renderer into get_instances_data_map to compute MVP and extract planes. Also add "Rendered Entities" debug counter for visibility. * feat(audio): add ambient pig sounds Add pig call audio with randomized timing, triggered by proximity to the player as 3D positional sound. * feat(client-entity): use snapshot history for entity interpolation Replace exponential smoothing with a buffered snapshot system. Each entity keeps a deque of position/direction snapshots with timestamps; the render transform is interpolated at a fixed 100 ms render delay to hide network jitter. Snapshots are capped to 16 entries. * refactor(hitbox): move player hitbox definition to JSON asset * feat(client_player): use snapshot interpolation for remote players Replace exponential position smoothing with snapshot interpolation. Remote player transforms are rendered from a delayed snapshot history, using linear interpolation for position and shortest-path interpolation for yaw/pitch. A 100 ms render delay compensates for network tick rate. |
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def311c7dd |
feature: hud (#37)
* 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 |
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45d2c8234a |
feature: chat (#36)
* 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 |
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d62b310a21 |
feature: localization (#32)
* 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 |