| Age | Commit message (Collapse) | Author |
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might add to ci later, unsure how to do it without adding significant friction for contributors though
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* start fixing code related to fluid physics
* implement force_solid for blocks
* afk pool test
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* start implementing fluid physics
* Initial implementation of fluid pushing
* different travel function in water
* bubble columns
* jumping in water
* cleanup
* change ultrawarm to be required
* fix for clippy
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* start adding azalea-inventory
* design more of how inventories are defined
* start working on az-inv-macros
* inventory macro works
* start adding inventory codegen
* update some deps
* add inventory codegen
* manually write inventory menus
* put the inventories in Client
* start on containersetcontent
* inventory menu should hopefully work
* checks in containersetcontent
* format a comment
* move some variant matches
* inventory.rs
* inventory stuff
* more inventory stuff
* inventory/container tracking works
* start adding interact function
* sequence number
* start adding HitResultComponent
* implement traverse_blocks
* start adding clip
* add clip function
* update_hit_result_component
* start trying to fix
* fix
* make some stuff simpler
* clippy
* lever
* chest
* container handle
* fix ambiguity
* fix some doc tests
* move some container stuff from az-client to azalea
* clicking container
* start implementing simulate_click
* keep working on simulate click
* implement more of simulate_click
this is really boring
* inventory fixes
* start implementing shift clicking
* fix panic in azalea-chat i hope
* shift clicking implemented
* more inventory stuff
* fix items not showing in containers sometimes
* fix test
* fix all warnings
* remove a println
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Co-authored-by: mat <git@matdoes.dev>
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Pathfinding is very much not done, but it works enough and I want to get this merged.
TODO: fast replanning, goals that aren't a single node, falling moves (it should be able to play the dropper), parkour moves
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* Put physics module in azalea-entity
* port aabb
* add more stuff to PositionXYZ
* azalea-physics
* important collision things
* more physics stuff
* backup because i'm about to delete shapes
* more shape stuff
* CubeVoxelShape
* no compile errors???
insane
* impl VoxelShape for ArrayVoxelShape
* Shapes stuff
* collide_x but it doesn't work yet
* binary_search
* it compiles
* Entity has bounding box
* Update discrete_voxel_shape.rs
* Entity::make_bounding_box
* ok i'm about to merge az-entity and az-world
might be a terrible idea which is why i'm committing first
* ok so i moved entity to world
* on_pos and move_entity compiles
* add send_position
* move collision stuff to collision module in az-physics
* dimension is no longer an Option
* start trying to do collision for the client
* collision works :tada:
* start adding palette resizing
* get_and_set (pain)
* it compiles but probably won't work
* add a test
* remove printlns
* add more tests for palette stuff
* ClientboundMoveVec3Packet -> ClientboundMoveEntityPosPacket
i think i changed this on accident once
* palette resizing works
todo: remove the printlns
* Remove printlns in palette.rs
* fix issues from merge
* fixes + work a bit more on physics
* Better entities (#19)
* well it compiles
* add tests to entity storage
* add suggestions in azalea-brigadier
* this probably causes ub
* fix brigadiersuggestions
* get rid of entityid
* test From<EntityMut> for EntityRef
* don't mention other libraries since there's too many
* fix warnings
* do todos in brigadier suggestions
* work on physics
* more physics stuff
* remove trait feature on az-block
i think rust gets confused and compiles the macro without the feature
* bump ahash
* aes tests in az-crypto
* optimize aes's deps
* fix crashes
* fix section_index for negative numbers and test
* fix BlockPos protocol implementation
* remove some debug prints
* prepare to add ai_step
* make ai step work
* clippy
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