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README.md
44
README.md
@@ -1,6 +1,6 @@
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# MinecraftPE
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> [!Warning]
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> Github repository **isnt main**. All issues and pull requests should be send in [Gitea Repository](https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1).
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> [Github repository](https://github.com/Minecraft-PE-0-6-1/minecraft-pe-0.6.1-on-all) **isnt main**. All issues and pull requests should be send in [Gitea Repository](https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1).
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> [!Important]
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> We have a discord server, where you can report bugs or send feedback https://discord.gg/c58YesBxve
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@@ -9,23 +9,20 @@ Source code for **Minecraft Pocket Edition 0.6.1 alpha** with various fixes and
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This project aims to preserve and improve this early version of Minecraft PE.
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# TODO / Roadmap
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- [x] Add platform GLFW
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- [x] Compile for Linux
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- [x] Compile for android aarch64
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- [x] Touch control improvements
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- [ ] Screen fixes
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- [ ] Rewrite platform logic
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- [x] Fix sound
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- [x] Do a server connection GUI
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- [ ] Controller support
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- [x] Minecraft server hosting
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- [x] Screen fixess
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- [x] Fix fog
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- [x] Add sprinting
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- [x] Chat (semi working) and commands
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- [x] Implementing options
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- [x] Better F3
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# Features
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- Support for modern IOS and Android, Linux, Web
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- Improved Dedicated Server (Windows build, anticheat, commands, etc)
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- Features from Beta version of Minecraft (Grass tint, Beta sky, Smooth lighting, etc) and other tweaks
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# Screenshots
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<p align="center">
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<img width="49%" alt="menu" src="https://sffempire.ru/mcpe-screenshots/menu.png" />
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<img width="49%" alt="settings" src="https://sffempire.ru/mcpe-screenshots/settings.png" />
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<img width="49%" alt="worlds" src="https://sffempire.ru/mcpe-screenshots/worlds.png" />
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<img width="49%" alt="gameplay" src="https://sffempire.ru/mcpe-screenshots/gameplay.png" />
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</p>
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# Build
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@@ -79,8 +76,14 @@ cmake --build .
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```
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C:\android-ndk-r14b
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```
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3. Install **Build tools 35** with [SDKManager](https://dl.google.com/android/repository/commandlinetools-win-15859902_latest.zip) (build-tools should be in AppData):
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3. Run the build script:
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```powershell
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sdkmanager "build-tools;35.0.0" --sdk_root="%LocalAppData%\Android\Sdk"
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sdkmanager "build-tools;android-36" --sdk_root="%LocalAppData%\Android\Sdk"
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```
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4. Run the build script:
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```powershell
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# Full build (NDK + Java + APK + install)
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@@ -154,7 +157,6 @@ cmake --build .
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```bash
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35.0.0
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33.0.2
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```
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6. Download **Android NDK r14b**:
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@@ -200,7 +202,7 @@ cmake --build .
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```
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## iOS
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### Xcode
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> [Note!]
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> [!Note]
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> There's a precompiled IPA artifact in the GitHub mirror under Actions for those who either don't have Macs or don't want to build themself. But if you want to build youself, you'll need a Mac with Xcode. Download Xcode from the Mac App Store.
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### 1. Clone
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@@ -257,7 +257,7 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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//Textures* textures = entityRenderDispatcher->textures;
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//textures->bind(textures->loadTexture("%clamp%/environment/shadow.png"));
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Textures* textures = entityRenderDispatcher->textures;
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textures->loadAndBindTexture("/misc/shadow.png");
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textures->loadAndBindTexture("misc/shadow.png");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -298,6 +298,7 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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tt.draw();
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glColor4f2(1, 1, 1, 1);
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// tt.color(1.f, 1.f, 1.f, 1.f);
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glDisable2(GL_BLEND);
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glDepthMask(true);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@@ -315,7 +316,7 @@ void EntityRenderer::renderTileShadow(Tile* tt, float x, float y, float z, int x
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float a = ((pow - (y - (yt + yo)) / 2) * 0.5f) * getLevel()->getBrightness(xt, yt, zt);
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if (a < 0) return;
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if (a > 1) a = 1;
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// t.color(1, 1, 1, (float) a);
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// t.color(1.f, 1.f, 1.f, (float) a);
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glColor4f2(1, 1, 1, (float) a);
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float x0 = xt + tt->xx0 + xo;
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