28 Commits

Author SHA1 Message Date
d6f304e6ca 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.
2026-07-30 15:53:09 +08:00
826c6600d0 feat(gameplay): add entity destruction support 2026-07-30 15:24:19 +08:00
b166bab4f3 feat(gameplay): implement entity system with concurrent task handling and fix model loading 2026-07-30 15:05:56 +08:00
efa49a98b7 refactor(gameplay): replace client thread with timer-based system and add entity manager 2026-07-29 18:17:15 +08:00
3a9ab6a14a feat(gameplay): add entity managers and refactor to ECS components 2026-07-29 18:06:04 +08:00
d15037e7a3 refactor(gameplay): separate player logic into manager and ECS components 2026-07-28 21:00:04 +08:00
0ff5820e6e refactor(gameplay): rename ClientPlayer to LocalPlayer 2026-07-28 18:09:43 +08:00
5e96c1573b build: add entt library 2026-07-28 18:03:51 +08:00
90273e87f2 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]]
2026-07-28 14:28:22 +08:00
1e106d75a3 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.
2026-07-28 11:43:10 +08:00
bd1a9557a5 refactor: move movement logic into SpeedSystem and Entity components 2026-07-28 10:54:13 +08:00
831569cec6 feat(player): split max speed into horizontal/vertical, set spawn pos 2026-07-28 10:10:01 +08:00
a5c1c7d4aa 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.
2026-07-28 09:27:28 +08:00
802d2ecb5a refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs 2026-07-28 08:53:51 +08:00
ab605f7590 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
2026-07-27 21:03:31 +08:00
15d5af34b9 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.
2026-07-27 20:21:44 +08:00
6d0e60e241 build: remove entt library 2026-07-27 09:33:51 +08:00
7b530968af fix(gameplay): correct hitbox insertion in HitboxManager::load 2026-07-25 17:52:13 +08:00
930226cc47 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
2026-07-25 17:47:13 +08:00
f9bf2f4b89 refactor(gameplay): add base classes Chunk and World for shared logic 2026-07-25 15:47:46 +08:00
df3ac5b5db refactor(collision): convert AABB to center-half representation and migrate player data to ECS 2026-07-25 14:53:19 +08:00
2568eb7d18 refactor(render): unify model and player rendering with single shader pipeline 2026-07-25 13:29:52 +08:00
2e3b4f4f0f feat(render): add shadow pass for entity models 2026-07-25 11:57:00 +08:00
5951a5e81c feat(entity): add ECS-based entity rendering 2026-07-25 11:19:27 +08:00
849386a3bc build: add EnTT library 2026-07-25 10:29:04 +08:00
3e7ce71219 refactor(render): rename depth player shaders to depth model and clean up 2026-07-24 19:53:35 +08:00
94fed9a810 feat(render): add model loading and rendering pipeline 2026-07-24 18:35:09 +08:00
f4174724c6 build(deps): add assimp library as dependency 2026-07-24 10:59:05 +08:00
354 changed files with 26558 additions and 25313 deletions

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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@@ -1,14 +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"
}
}

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@@ -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"
}

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

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

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

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

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

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

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@@ -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": ""
}

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

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@@ -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": ""
}

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@@ -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
}
]
}

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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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Width:  |  Height:  |  Size: 174 B

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@@ -0,0 +1,12 @@
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'
name_key = 'block.air'
roughness = 1.0

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@@ -0,0 +1,12 @@
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'
name_key = 'block.dirt'
roughness = 1.0

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@@ -0,0 +1,12 @@
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'
name_key = 'block.grass'
roughness = 0.90000000000000002

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@@ -0,0 +1,12 @@
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'
name_key = 'block.grass_block'
roughness = 0.90000000000000002

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@@ -0,0 +1,12 @@
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'
name_key = 'block.leaf'
roughness = 0.69999999999999996

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@@ -0,0 +1,12 @@
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'
name_key = 'block.log'
roughness = 0.69999999999999996

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@@ -0,0 +1,12 @@
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'
name_key = 'block.sand'
roughness = 0.80000000000000004

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@@ -0,0 +1,12 @@
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'
name_key = 'block.snowy_grass_block'
roughness = 0.90000000000000002

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@@ -0,0 +1,12 @@
id = 3
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 = 'stone'
name_key = 'block.stone'
roughness = 0.75

View File

@@ -0,0 +1,12 @@
name = "template"
id = 0
is_liquid = false
is_gas = false
is_passable = false
is_cross_plane = false
is_transparent = false
is_discard = false
is_blend = false
is_transitional = false
roughness = 1.0
name_key = "block.template"

View File

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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'
name_key = 'block.water'
roughness = 0.02

View File

@@ -4,7 +4,6 @@
"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",
@@ -37,20 +36,14 @@
"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"
"block.air": "air",
"block.dirt": "dirt",
"block.grass_block": "grass block",
"block.grass": "grass",
"block.leaf": "leaf",
"block.log": "log",
"block.sand": "sand",
"block.snowy_grass_block": "snowy grass block",
"block.stone": "stone",
"block.water": "water"
}

View File

@@ -4,7 +4,6 @@
"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",
@@ -37,20 +36,14 @@
"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"
"block.air": "空气",
"block.dirt": "泥土",
"block.grass_block": "草方块",
"block.grass": "草",
"block.leaf": "树叶",
"block.log": "原木",
"block.sand": "沙子",
"block.snowy_grass_block": "覆雪草方块",
"block.stone": "石头",
"block.water": "水"
}

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@@ -1,13 +0,0 @@
#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 3) in mat4 modelMatrix;
uniform mat4 lightSpaceMatrix;
out vec2 tc;
void main() {
tc = texCoord;
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
}

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@@ -1,14 +0,0 @@
#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
uniform mat4 lightSpaceMatrix;
uniform mat4 modelMatrix;
out vec2 tc;
void main() {
tc = texCoord;
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
}

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@@ -1,26 +0,0 @@
#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in mat4 modelMatrix;
uniform mat4 view_matrix;
uniform mat4 proj_matrix;
uniform mat4 lightSpaceMatrix;
out vec4 FragPosLightSpace;
out vec3 normal;
out vec2 tc;
out vec3 vert_pos;
void main() {
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
FragPosLightSpace = lightSpaceMatrix * worldPos;
mat4 mv_matrix= view_matrix * modelMatrix;
mat4 norm_matrix = transpose(inverse(mv_matrix));
vec4 viewPos = mv_matrix * vec4(pos, 1.0);
tc = texCoord;
vert_pos = pos;
normal = normalize(mat3(norm_matrix) * aNormal);
gl_Position = proj_matrix * viewPos;
}

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