30 Commits

Author SHA1 Message Date
36b537365b feat(ui): add int slider support and fix update_text_scale calls 2026-07-15 11:47:45 +08:00
e1818cccfb 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.
2026-07-15 11:35:05 +08:00
8706723d53 refactor(ui): simplify Button API with property setters 2026-07-15 11:06:49 +08:00
4653ae9f06 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.
2026-07-14 21:19:56 +08:00
a6fbbe8e1e feat(ui): add Slider widget for value selection 2026-07-14 21:09:21 +08:00
03e7b13dd1 feat(credits): add ESC key handling; remove about tab from dev panel 2026-07-14 17:11:37 +08:00
e911413d84 feat(scene): add credits scene and UI 2026-07-14 16:28:26 +08:00
279f6162b8 refactor(app): remove redundant ImGui WantCaptureMouse check in cursor callback 2026-07-14 15:38:47 +08:00
618d3f1294 feat(ui): add HUD visibility toggle and image fill features 2026-07-14 15:27:55 +08:00
969c78ce5e refactor(scene): dispatch events via typed handlers and move pause toggle to WorldScene 2026-07-14 11:55:01 +08:00
03f539eb9f 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.
2026-07-14 11:27:39 +08:00
d1db165ca3 refactor: move server logic to WorldScene and refactor UI methods 2026-07-14 09:44:52 +08:00
558fd6311d refactor(ui): extract common UI manager logic into base class 2026-07-14 09:15:54 +08:00
80ba6dad89 feat(ui): add Rect widget with fill, color, and parent-relative sizing 2026-07-13 20:48:51 +08:00
acb0b94d7b 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.
2026-07-13 18:15:34 +08:00
e7082bdbe0 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.
2026-07-13 16:01:00 +08:00
f5e53fd13d 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.
2026-07-13 14:52:35 +08:00
0cbb353a2a fix(render): remove duplicate scaling in render_image model matrix 2026-07-13 13:10:44 +08:00
e8157ab549 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.
2026-07-13 13:06:09 +08:00
1fa3b9cce8 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.
2026-07-13 11:40:27 +08:00
b5e0bb9290 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.
2026-07-13 11:32:52 +08:00
576a2f8072 feat(ui): add button scaling and change square vertices to top-left origin 2026-07-13 11:11:30 +08:00
01c9f61d1c 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.
2026-07-13 10:38:30 +08:00
8bbed7b7b9 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.
2026-07-12 21:03:50 +08:00
674c023228 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.
2026-07-12 20:43:04 +08:00
d00ada1391 fix(font): use correct texture format and clamp to edge for font atlas 2026-07-12 20:33:24 +08:00
cb1eb25e7b refactor: add framebuffer resize event and separate UI management 2026-07-12 18:38:42 +08:00
5712ba0600 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.
2026-07-12 16:05:59 +08:00
2d28488126 refactor(render): replace UI shaders with image shaders and Image widget 2026-07-11 14:54:08 +08:00
09653c318a 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.
2026-07-11 11:44:31 +08:00
1088 changed files with 4499 additions and 159950 deletions

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@@ -27,8 +27,7 @@ jobs:
runs-on: ${{ matrix.os }}
env:
VCPKG_BINARY_SOURCES: clear;files,${{ github.workspace }}/.vcpkg-cache,readwrite
steps:
- uses: actions/checkout@v4
@@ -49,18 +48,12 @@ jobs:
- name: Setup MSVC
if: matrix.platform == 'windows'
uses: ilammy/msvc-dev-cmd@v1
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: .vcpkg-cache
key: ${{ runner.os }}-vcpkg-${{ hashFiles('vcpkg.json') }}
restore-keys: |
${{ runner.os }}-vcpkg-
- name: Bootstrap vcpkg
run: |
git clone https://github.com/microsoft/vcpkg.git
./vcpkg/bootstrap-vcpkg.bat
- name: Configure
if: matrix.platform == 'windows'
run: >

1
.gitignore vendored
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@@ -14,7 +14,6 @@
*.pch
*.sbr
build/
build_debug/
Build/
bin/
Debug/

251
AGENTS.md
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@@ -1,251 +0,0 @@
# Code Modification Guidelines
## 1. Git Branch Protection
- Never modify code directly on the `main` branch.
- Before editing, check the current branch:
```bash
git branch --show-current
````
* If the result is `main`, create or switch to a development branch first:
```bash
git checkout -b feature/xxx
```
* Do not bypass branch protection by:
* Committing directly to `main`.
* Running code generation, formatting, or large refactors on `main`.
* Rewriting or damaging `main` history.
---
## 2. Code Comments
* All new comments must be written in English.
* Comments must be:
* Short and clear.
* Explain the purpose, not repeat the code.
* Avoid unnecessary details.
Recommended:
```cpp
// AI-generated: Prevent stale handle access.
```
Avoid:
```cpp
// AI-generated: This checks if the handle is invalid because...
```
* Important AI-added or modified logic should include:
```cpp
// AI-generated
```
* Do not add comments for trivial changes such as:
* One or two line logic fixes.
* Spelling corrections.
* Simple variable renames.
### 2.1 Do not write excessive or granular comments
AI must avoid sprinkling small explanatory comments throughout code.
Specifically:
* **No line-by-line narration.** Do not add a comment above (or beside)
every field, signal, slot, branch, or block just to restate what it is.
If the name is self-explanatory, no comment is needed.
* **No multi-part explanations on a single marker.** A line like
`// AI-generated: abort the in-flight download; finished handler clears state.`
is too much. Either drop it, or shorten to a single short clause
(e.g. `// AI-generated: abort in-flight download.`).
* **Prefer zero or one comment per file/section**, not many. A short
header comment explaining the file's purpose is acceptable; dozens of
inline labels are not.
* **Do not comment obvious QML/C++ bindings, layout splits, or default
values** (e.g. `// AI-generated: index 0 -> zh_CN, index 1 -> en.`).
The code already says that.
* **When in doubt, omit the comment.** A missing comment is fine; a
redundant one is noise that future maintainers must clean up.
Rule of thumb: if removing the comment would not lose useful
information, remove it.
---
## 3. Project Style
Follow the existing project style strictly:
* Naming conventions.
* File organization.
* Formatting rules.
* Include order.
* Existing architecture.
Do not:
* Introduce unrelated coding styles.
* Add unnecessary design patterns.
* Create duplicate systems.
* Add abstractions without need.
* Change module responsibilities.
---
## 4. Modification Scope
Only modify the minimum code required.
Do not:
* Format unrelated files.
* Remove existing comments.
* Rename large numbers of symbols.
* Change public APIs.
* Perform large refactors without confirmation.
If large changes are required, explain first:
1. Current problem.
2. Required changes.
3. Affected modules.
4. Expected impact.
---
## 5. Build and Test
After modifications:
* Verify compilation.
* Check for new warnings.
* Ensure existing features still work.
Do not:
* Commit without verification.
* Ignore compiler errors.
* Hide problems with temporary hacks.
---
## 6. Compatibility
Consider:
* Existing callers.
* API/ABI compatibility.
* Serialization formats.
* Network protocols.
* Save data.
* Threading impact.
Do not:
* Change network structures without compatibility handling.
* Break old data formats.
* Change public data layouts carelessly.
---
## 7. Multi-threading Safety
For multi-threaded code, check:
* Data races.
* Object lifetime.
* Lock contention.
* Atomic correctness.
* Cross-thread resource access.
Do not:
* Assume single-threaded execution.
* Modify shared data without protection.
* Add hidden locks that hurt performance.
---
## 8. Memory Safety
Consider:
* Ownership.
* Lifetime.
* RAII.
* Memory leaks.
* Dangling references.
* Iterator invalidation.
Do not:
* Return references to local variables.
* Store pointers to temporary objects.
* Use uninitialized data.
* Introduce undefined behavior.
---
## 9. Third-party Libraries
Before adding or changing dependencies:
Check:
* Existing project dependencies.
* Build system impact.
* Maintenance cost.
Do not:
* Add large libraries for simple features.
* Duplicate existing library functionality.
* Modify third-party source code.
---
## 10. AI Behavior Rules
AI-generated code must:
* Reuse existing code first.
* Preserve current architecture.
* Prefer simple solutions.
* Minimize risk and code changes.
Do not:
* Guess requirements.
* Add unrequested features.
* Redesign architecture.
* Add unnecessary abstraction layers.
Choose the implementation with:
> The smallest change, lowest risk, and best compatibility with existing code.
---
## 11. Pre-commit Checklist
Before committing:
* [ ] Not on `main`.
* [ ] Changes match the requested task.
* [ ] New comments are in English.
* [ ] AI changes are marked when needed.
* [ ] No unrelated formatting changes.
* [ ] Build passes.
* [ ] No obvious performance/security/thread issues.
* [ ] No API, protocol, or data format breakage.

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@@ -1,9 +1,4 @@
cmake_minimum_required(VERSION 3.21)
if(APPLE)
message(FATAL_ERROR "This game does not support macOS")
endif()
project(Cubed LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 23)
@@ -39,8 +34,6 @@ add_subdirectory(third_party/imgui)
add_subdirectory(third_party/dr_libs)
add_subdirectory(third_party/stb)
add_executable(${PROJECT_NAME})
add_subdirectory(src)
@@ -130,14 +123,16 @@ target_include_directories(${PROJECT_NAME}
target_link_libraries(${PROJECT_NAME}
PRIVATE
SDL3::SDL3
glfw
glad
glm::glm
OpenGL::GL
soil2
Freetype::Freetype
tomlplusplus::tomlplusplus
imgui
dr_libs
tbb
stb
protobuf::libprotobuf
absl::log
absl::check
@@ -146,9 +141,6 @@ target_link_libraries(${PROJECT_NAME}
absl::flat_hash_map
zstd::zstd
OpenAL::OpenAL
harfbuzz::harfbuzz
Opus::Opus
assimp::assimp
$<$<PLATFORM_ID:Windows>:ws2_32>
)

File diff suppressed because one or more lines are too long

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@@ -1,14 +0,0 @@
{
"name": "air",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": true,
"is_passable": true,
"is_discard": true,
"is_blend": false,
"is_transitional": false,
"is_gas": true,
"roughness": 1.0
}
}

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@@ -1,24 +0,0 @@
{
"name": "dirt",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": false,
"is_passable": false,
"is_discard": false,
"is_blend": false,
"is_transitional": true,
"is_gas": false,
"roughness": 1.0
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/dirt",
"normal": "cubed:normals/blocks/dirt"
},
"sounds": {
"break": "cubed:sounds/blocks/dirt/break.ogg",
"place": "cubed:sounds/blocks/dirt/place.ogg",
"walk": "cubed:sounds/blocks/dirt/walk.ogg"
}
}

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@@ -1,22 +0,0 @@
{
"name": "grass",
"properties": {
"is_liquid": false,
"is_cross_plane": true,
"is_transparent": true,
"is_passable": true,
"is_discard": true,
"is_blend": false,
"is_transitional": false,
"is_gas": false,
"roughness": 0.9
},
"texture": {
"type": "cross",
"path": "cubed:textures/blocks/grass"
},
"sounds": {
"break": "cubed:sounds/blocks/grass/break.ogg",
"place": "cubed:sounds/blocks/grass/place.ogg"
}
}

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@@ -1,24 +0,0 @@
{
"name": "grass_block",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": false,
"is_passable": false,
"is_discard": false,
"is_blend": false,
"is_transitional": true,
"is_gas": false,
"roughness": 0.9
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/grass_block",
"normal": "cubed:normals/blocks/grass_block"
},
"sounds": {
"break": "cubed:sounds/blocks/grass_block/break.ogg",
"place": "cubed:sounds/blocks/grass_block/place.ogg",
"walk": "cubed:sounds/blocks/grass_block/walk.ogg"
}
}

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@@ -1,23 +0,0 @@
{
"name": "leaf",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": true,
"is_passable": false,
"is_discard": true,
"is_blend": false,
"is_transitional": false,
"is_gas": false,
"roughness": 0.7
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/leaf"
},
"sounds": {
"break": "cubed:sounds/blocks/leaf/break.ogg",
"place": "cubed:sounds/blocks/leaf/place.ogg",
"walk": "cubed:sounds/blocks/leaf/walk.ogg"
}
}

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@@ -1,24 +0,0 @@
{
"name": "log",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": false,
"is_passable": false,
"is_discard": false,
"is_blend": false,
"is_transitional": false,
"is_gas": false,
"roughness": 0.7
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/log",
"normal": "cubed:normals/blocks/log"
},
"sounds": {
"break": "cubed:sounds/blocks/log/break.ogg",
"place": "cubed:sounds/blocks/log/place.ogg",
"walk": "cubed:sounds/blocks/log/walk.ogg"
}
}

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@@ -1,24 +0,0 @@
{
"name": "sand",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": false,
"is_passable": false,
"is_discard": false,
"is_blend": false,
"is_transitional": true,
"is_gas": false,
"roughness": 0.8
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/sand",
"normal": "cubed:normals/blocks/sand"
},
"sounds": {
"break": "cubed:sounds/blocks/sand/break.ogg",
"place": "cubed:sounds/blocks/sand/place.ogg",
"walk": "cubed:sounds/blocks/sand/walk.ogg"
}
}

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@@ -1,24 +0,0 @@
{
"name": "snowy_grass_block",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": false,
"is_passable": false,
"is_discard": false,
"is_blend": false,
"is_transitional": true,
"is_gas": false,
"roughness": 0.9
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/snowy_grass_block",
"normal": "cubed:normals/blocks/snowy_grass_block"
},
"sounds": {
"break": "cubed:sounds/blocks/snowy_grass_block/break.ogg",
"place": "cubed:sounds/blocks/snowy_grass_block/place.ogg",
"walk": "cubed:sounds/blocks/snowy_grass_block/walk.ogg"
}
}

View File

@@ -1,24 +0,0 @@
{
"name": "stone",
"properties": {
"is_liquid": false,
"is_cross_plane": false,
"is_transparent": false,
"is_passable": false,
"is_discard": false,
"is_blend": false,
"is_transitional": true,
"is_gas": false,
"roughness": 0.75
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/stone",
"normal": "cubed:normals/blocks/stone"
},
"sounds": {
"break": "cubed:sounds/blocks/stone/break.ogg",
"place": "cubed:sounds/blocks/stone/place.ogg",
"walk": "cubed:sounds/blocks/stone/walk.ogg"
}
}

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@@ -1,18 +0,0 @@
{
"name": "water",
"properties": {
"is_liquid": true,
"is_cross_plane": false,
"is_transparent": true,
"is_passable": true,
"is_discard": false,
"is_blend": true,
"is_transitional": false,
"is_gas": false,
"roughness": 0.02
},
"texture": {
"type": "cuboid",
"path": "cubed:textures/blocks/water"
}
}

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@@ -1,6 +0,0 @@
{
"name": "pig",
"model": "cubed:models/creatures/pig/pig.glb",
"animation": "cubed:models/creatures/pig/animation.json",
"collision": "cubed:models/creatures/pig/collision.json"
}

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@@ -1,5 +0,0 @@
{
"name": "player",
"model": "cubed:models/creatures/player/player.glb",
"collision": "cubed:models/creatures/player/collision.json"
}

View File

@@ -1,7 +0,0 @@
{
"name": "air",
"type": "block",
"block": "cubed:air",
"texture": "cubed:textures/items/block/air.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "dirt",
"type": "block",
"block": "cubed:dirt",
"texture": "cubed:textures/items/block/dirt.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "grass",
"type": "block",
"block": "cubed:grass",
"texture": "cubed:textures/items/block/grass.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "grass_block",
"type": "block",
"block": "cubed:grass_block",
"texture": "cubed:textures/items/block/grass_block.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "leaf",
"type": "block",
"block": "cubed:leaf",
"texture": "cubed:textures/items/block/leaf.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "log",
"type": "block",
"block": "cubed:log",
"texture": "cubed:textures/items/block/log.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "pig_spawn_egg",
"type": "spawn_egg",
"creature": "cubed:pig",
"texture": "cubed:textures/items/spawn_egg/pig_spawn_egg.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "sand",
"type": "block",
"block": "cubed:sand",
"texture": "cubed:textures/items/block/sand.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "snowy_grass_block",
"type": "block",
"block": "cubed:snowy_grass_block",
"texture": "cubed:textures/items/block/snowy_grass_block.png",
"description": ""
}

View File

@@ -1,7 +0,0 @@
{
"name": "stone",
"type": "block",
"block": "cubed:stone",
"texture": "cubed:textures/items/block/stone.png",
"description": ""
}

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@@ -1,7 +0,0 @@
{
"name": "water",
"type": "block",
"block": "cubed:water",
"texture": "cubed:textures/items/block/water.png",
"description": ""
}

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@@ -1,33 +0,0 @@
{
"walk": {
"speed": 6.0,
"amplitude": 25.0
},
"run": {
"speed": 12.0,
"amplitude": 40.0
},
"body_bob": 0.03,
"head": {
"node": "Head",
"amplitude": 4.0
},
"legs": [
{
"node": "Foot_FL",
"phase": 0.0
},
{
"node": "Foot_FR",
"phase": 3.14159
},
{
"node": "Foot_HL",
"phase": 3.14159
},
{
"node": "Foot_HR",
"phase": 0.0
}
]
}

View File

@@ -1,16 +0,0 @@
{
"boxes": [
{
"center": [
0,
0.78,
0
],
"half": [
0.53,
0.78,
0.406
]
}
]
}

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@@ -1,16 +0,0 @@
{
"boxes": [
{
"center": [
0,
0.9,
0
],
"half": [
0.3,
0.9,
0.3
]
}
]
}

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@@ -1,27 +0,0 @@
{
"blocks": {
"air": 0,
"grass_block": 1,
"dirt": 2,
"stone": 3,
"sand": 4,
"log": 5,
"leaf": 6,
"water": 7,
"snowy_grass_block": 8,
"grass": 9
},
"items": {
"air": 0,
"grass_block": 1,
"dirt": 2,
"stone": 3,
"sand": 4,
"log": 5,
"leaf": 6,
"water": 7,
"snowy_grass_block": 8,
"grass": 9,
"pig_spawn_egg": 10
}
}

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id = 0
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = true
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'air'
roughness = 1.0

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id = 2
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'dirt'
roughness = 1.0

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id = 9
is_blend = false
is_cross_plane = true
is_discard = true
is_gas = false
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'grass'
roughness = 0.9

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@@ -0,0 +1,11 @@
id = 1
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'grass_block'
roughness = 0.9

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id = 6
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = true
name = 'leaf'
roughness = 0.7

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id = 5
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = false
name = 'log'
roughness = 0.7

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id = 4
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'sand'
roughness = 0.8

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@@ -0,0 +1,11 @@
id = 8
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'snowy_grass_block'
roughness = 0.9

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id = 3
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name = 'stone'
roughness = 0.75

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name = "template"
id = 0
is_liquid = false
is_gas = false
is_passable = false
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is_transparent = false
is_discard = false
is_blend = false
is_transitional = false
roughness = 1.0

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id = 7
is_blend = true
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = true
is_passable = true
is_transitional = false
is_transparent = true
name = 'water'
roughness = 0.02

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@@ -1,56 +0,0 @@
{
"menu.settings": "Settings",
"menu.main.host_game": "Host Game",
"menu.main.join_game": "Join Game",
"menu.main.credits": "Credits",
"menu.main.quit": "Quit",
"menu.screenshot": "Screenshots",
"menu.main.player_name": "Player: {name}",
"menu.main.cubed_version": "Cubed: {version}",
"menu.pause.pause_menu": "Pause Menu",
"menu.pause.back_to_game": "Back To Game",
"menu.pause.return_to_main_menu": "Return to Menu",
"button.done": "Done",
"button.return": "Return",
"settings.title": "Settings",
"settings.fov": "Fov: {fov}",
"settings.mouse_sensitivity": "Sensitivity: {sensitivity}",
"settings.distance": "Distance: {distance}",
"settings.music_volume": "Music: {music}",
"settings.sfx_volume": "SFX: {sfx}",
"settings.player_voice": "Player Voice: {volume}",
"settings.fullscreen": "fullscreen: {state}",
"settings.aniso": "Aniso: {aniso}",
"settings.vsync": "V-Sync: {state}",
"settings.language": "Language: {lang}",
"settings.restart_game_info": "You need to restart the game to apply this changes.",
"settings.voice_input": "Voice Input: {type}",
"voice_input.ptt": "PTT",
"voice_input.always": "always",
"common.on": "on",
"common.off": "off",
"hostgame.create_a_new_world": "Create A New World",
"hostgame.world_seed": "World Seed",
"hostgame.port": "Port",
"hostgame.create_world": "Create World",
"joingame.join_a_world": "Join A World",
"joingame.server_ip": "Server Ip",
"joingame.join_world": "Join World",
"error.disable_voice": "Server Disable Voice Chat",
"item.cubed.air.name": "air",
"item.cubed.dirt.name": "dirt",
"item.cubed.grass_block.name": "grass block",
"item.cubed.grass.name": "grass",
"item.cubed.leaf.name": "leaf",
"item.cubed.log.name": "log",
"item.cubed.sand.name": "sand",
"item.cubed.snowy_grass_block.name": "snowy grass block",
"item.cubed.stone.name": "stone",
"item.cubed.water.name": "water",
"item.cubed.pig_spawn_egg.name": "pig spawn egg",
"screenshot.no_screenshot": "No Screenshot",
"button.show_in_file_manager": "Show In File Manager",
"file.sort_type": "File Sort Type: {type}",
"file.newest_first": "Newest First",
"file.oldest_first": "Oldest First"
}

View File

@@ -1,56 +0,0 @@
{
"menu.settings": "设置",
"menu.main.host_game": "创建游戏",
"menu.main.join_game": "加入游戏",
"menu.main.credits": "制作人员",
"menu.main.quit": "退出",
"menu.screenshot": "屏幕截图",
"menu.main.player_name": "玩家:{name}",
"menu.main.cubed_version": "Cubed{version}",
"menu.pause.pause_menu": "暂停菜单",
"menu.pause.back_to_game": "返回游戏",
"menu.pause.return_to_main_menu": "返回主菜单",
"button.done": "完成",
"button.return": "返回",
"settings.title": "设置",
"settings.fov": "视野:{fov}",
"settings.mouse_sensitivity": "灵敏度:{sensitivity}",
"settings.distance": "距离:{distance}",
"settings.music_volume": "音乐:{music}",
"settings.sfx_volume": "音效:{sfx}",
"settings.player_voice": "玩家语音:{volume}",
"settings.fullscreen": "全屏:{state}",
"settings.aniso": "各向异性过滤:{aniso}",
"settings.vsync": "垂直同步: {state}",
"settings.language": "语言: {lang}",
"settings.restart_game_info": "您需要重启游戏以应用这些更改。",
"settings.voice_input": "语音输入: {type}",
"voice_input.ptt": "按键通话",
"voice_input.always": "始终",
"common.on": "开",
"common.off": "关",
"hostgame.create_a_new_world": "创建新世界",
"hostgame.world_seed": "世界种子",
"hostgame.port": "端口",
"hostgame.create_world": "创建世界",
"joingame.join_a_world": "加入世界",
"joingame.server_ip": "服务器IP",
"joingame.join_world": "加入世界",
"error.disable_voice": "服务器已禁用语音聊天",
"item.cubed.air.name": "空气",
"item.cubed.dirt.name": "泥土",
"item.cubed.grass_block.name": "草方块",
"item.cubed.grass.name": "草",
"item.cubed.leaf.name": "树叶",
"item.cubed.log.name": "原木",
"item.cubed.sand.name": "沙子",
"item.cubed.snowy_grass_block.name": "覆雪草方块",
"item.cubed.stone.name": "石头",
"item.cubed.water.name": "水",
"item.cubed.pig_spawn_egg.name": "猪猪刷怪蛋",
"screenshot.no_screenshot": "没有截图",
"button.show_in_file_manager": "在文件管理器中显示",
"file.sort_type": "文件排序方式:{type}",
"file.newest_first": "最新在前",
"file.oldest_first": "最旧在前"
}

View File

@@ -1,90 +0,0 @@
The SIL Open Font License version 1.1 is copied below, and is also
available with a FAQ at http://scripts.sil.org/OFL.
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

View File

@@ -1,437 +0,0 @@
GNU LIBRARY GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1991 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
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