- Determine if we can move to the specified direction
- Add moving ability to the specified direction
- Add /move command for triggering moves
- Add move decomp. into steps (more natural)
- Add pathfinding routines (still WIP)
- SO YES YOU CAN NOW WALK USING MCC!!!
Taken from Bukkit's Material class, with credits.
Allows to know types and properties of blocks.
+ Use database for "is solid" checks
+ Add "can harm players" method
+ Faster movements, falling seems natural now
+ Shorter error message when ping failed
- Optimize readNextUShortsLittleEndian network reading method
- Various coordinate computation issues, negative chunk offsets
- Properly parse negative coordinates for block change events
- Properly reach ground if less than 1 block over the ground
- World is now properly parsed and stored from chunk data
- Block changes are also handled and world updated accordingly
- Added ground checking, the player will move down to reach the ground
- Performance tweaking in Protocol18, using lists instead of arrays
- Fix player look not properly skipped causing invalid location after
teleport
- Retrieve player location from the server
- Send back player location from the server
- Requires that a specific setting is enabled
- Should allow items to be picked up by the player
- May also trigger some anti chead plugins
When no mods are installed, FML client/server will skip mod negociation
phase and act as a vanilla client/server. MCC should do the same else
login will not work properly. See #100 : Forge Support
More percisely, use varshorts for the length of the 3F packet,
as forge makes it longer. Only really matters if a bazillion
mods are installed, which they are with FTB.
This includes making sure plugin channels have their packet.
Also, it fixes a mistake in #92, where brand info doesn't send
length in 1.7.10 (same channel issue). Finally, there's only 1
registry sent to the client in 1.7.10.
Allows user-defined regexes to be used instead of built-in chat
detection routines for matching messages on server using a non-standard
chat format. Built-in detection routines can be disabled using a single
setting, based on a contribution by ZizzyDizzyMC.
The 'enabled' setting can now be set to 'login' for enabling proxy only
for logging in to the Minecraft account, and then connect to the server
directly without proxy. Useful when Minecraft login is blocked on some
network, but not Minecraft servers (port 25565) (original idea and
enhancement by ZizzyDizzyMC)
Added 'loginonlyproxy' option with true / false boolean options.
on 'true' only the minecraft login is redirected to the proxy.
Otherwise both the login and the server connection are routed though the
chosen proxy.
Provides a semi-workaround to issues #89 and #80 on ORelio/Indev
Implement Game Join event and send Brand Info only when server
acknowledged game join, as ZizzyDizzyMC did before, else server may
generate an invalid packet error because it was still in "login" mode
and not in "playing" mode. Fix second issue in #95
Brand Information tells the server what client is being used to connect
to the server, possible values are the following:
- none (do not tell anything)
- vanilla (tells that you are using MC vanilla)
- mcc (tell that you are using MCC + version)
This will usually not do anything unless plugins developers use this
information for developing some MCC interoperability eg more chat
interactions instead of using GUIs. This could also be used to block
third party clients, that's why brand information can be disabled or
changed to vanilla.
sendbrandinfo=true|false was added so we can optionally send client
info. Enabled by default.
Added sendbrandinfo into auto-generated ini file.
Edited Protocol18.cs to reflect this with an "if" statement before
SendBrandInfo() is called upon.
Fixed minor mistake of not adding chatbotmessages into Parsemode.
Parsemode.Default was being used.
Added
vanillaandfactionsmessages setting that enables / disables detection of
vanilla / factions public chat messages.
Setting has been added to the auto-generated MinecraftClient.ini and has
been commented with respective chat format of "<user> message" and
"<*faction user>: message"
Clause added to ChatBot.cs that makes use of the new setting.
Added
[someone @ me] message
so that remote control could be used on more servers.
Added back Hero Chat Messages with a default config option of;
herochatmessagesenabled=false
which safely disables it for everyone and has to be explicitly enabled
for it to goof anything up.
How this happened was me downloading the "source" from minecraft forums
and modifying that source then trying to merge it back to the main
github fork of mine.
Move handling code in a separate file
Add caching ability for low-power devices (rpi..)
Use a distinct API with MCC.MethodName()
Stop script execution only on specific API calls