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[FIX] Reimplement boat gravity#988

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codeHusky merged 1 commit intosmartcmd:mainfrom
MozzarellaRat:dev-boat-gravity
Mar 9, 2026
Merged

[FIX] Reimplement boat gravity#988
codeHusky merged 1 commit intosmartcmd:mainfrom
MozzarellaRat:dev-boat-gravity

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@MozzarellaRat
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@MozzarellaRat MozzarellaRat commented Mar 9, 2026

Description

This commit reimplements boat gravity. Which was removed in #615, readded by #651, then removed in #906 (??)

Changes

(Somewhat) reimplement changes made in my previous pull request, #651.

Previous Behavior

Boats may glitch into ground on ride.
Boats would create splash particles in any environment, depending on speed.
Rider floats above the boat

image image

Root Cause

PR #651 was reverted.

New Behavior

  • Boats no longer fall through some material on being ridden.
  • Boats no longer create splash particles in non-water environments
  • Riders now sit closer to the boat to so that they are not floating above

Related Issues

Video of what gravity should now look like:
https://github.com/user-attachments/assets/10162dc1-9fcb-4bd4-b846-37ee2fbccb6d
*This video was filmed for #651, if it was filmed in this commit the player would sit 0.1 above where they were in the video. Everything else should be the same.

Hey, its 100% okay that #651 was reverted, but I didn't see any comment about it being reverted. I assume it was a mistake. If it wasn't a mistake, then just reject this pr.

@codeHusky
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codeHusky commented Mar 9, 2026

Wdym by "somewhat" here

(Somewhat) reimplement changes made in my previous pull request, #651.

@MozzarellaRat
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MozzarellaRat commented Mar 9, 2026

Wdym by "somewhat" here

(Somewhat) reimplement changes made in my previous pull request, #651.

I changed the way I implemented a few things, and my formatting. The footnote for the video also describes a change from the original code, which was the height the player sits at in the boat. It was given an offset of -0.4 instead of -0.5. This change was to stop the player from colliding with the block underneath the boat. If you look at the video the player model is slightly darkened while on land, this is the reason that value was changed.

When I say I changed the way I implemented things I mostly mean how I set the initial height for the boat. Instead of setting it in the boat constructor I set it in the _init() function. There are probably differences in formatting, I didn't just copy and paste the old code in since I wanted to redo it. But the outcome should be the same.

@codeHusky codeHusky merged commit 42164ee into smartcmd:main Mar 9, 2026
1 check passed
piebotc pushed a commit to piebotc/LegacyEvolved that referenced this pull request Mar 9, 2026
MrTheShy added a commit to MrTheShy/MinecraftConsoles that referenced this pull request Mar 9, 2026
…ain compile error

Merges 19 commits from smartcmd/MinecraftConsoles (upstream/main) into the
dedicated-server branch and resolves the resulting networking conflicts while
preserving all dedicated-server-specific behaviour.

---

Upstream commits included in this merge:

- Port over RCE Patches from LCEMP (smartcmd#1023)
  Hardened packet parsing across ByteArrayInputStream/OutputStream, Tag,
  Socket, Connection, and a dozen packet types; bounds-checked reads, length
  limits, and safe decompression paths to close known RCE vectors.

- Revert accidentally pushed "LCEMP RCE fixes" / LCEMP RCE fixes
  Intermediate clean-up of the above work.

- Reject duplicate UIDs on login and remove noisy gdraw debug log (smartcmd#1013)
  Incoming players whose UID is already active are now disconnected instead
  of force-kicking the existing player.  Removes a per-frame debug printf
  left in gdraw_SetViewSizeAndWorldScale.

- Always show version overlay, add more info
  Version string is now always visible at runtime.

- Fix split-screen UI wrong positioning on window resize (smartcmd#989)
- Reimplement boat gravity again (smartcmd#988)
- Use correctly sized icons on 720p (smartcmd#883)
- Revert workaround for loading HD textures (smartcmd#999)
- Fix crash when launching at 720p or lower resolutions (smartcmd#981)
- Modernize project codebase (smartcmd#906): NULL → nullptr, C-style cast → C++ cast,
  shared_ptr(new …) → make_shared, misc type fixes.
- Split screen, widescreen support, font rendering and UI scaling fixes (smartcmd#767)
- Flame not working with one-shot arrow (smartcmd#856)
- Fix focus sound playing repeatedly on mouse hover (smartcmd#890)
- Fix stale held item appearing when switching worlds (smartcmd#910)
- Fix F3 debug crash when throwing ender pearl long distance (smartcmd#934)
- Allow closing some menus with inventory/crafting keys (smartcmd#868)
- Fix second-person nametag pitch (smartcmd#963)

---

Conflict resolutions (4 files):

Minecraft.Client/Common/Network/GameNetworkManager.cpp
  Conflict 1 — variable declarations in StartNetworkGame:
    Kept HEAD.  The dedicated-server branch declares `dedicatedNoLocalHostPlayer`
    here and reads it from NetworkGameInitData.  Upstream had dropped that
    variable while modernising the NULL → nullptr style; keeping it is required
    for the dedicated-server startup path.
  Conflict 2 — primary-player connection block:
    Kept HEAD.  When `dedicatedNoLocalHostPlayer` is true the branch
    intentionally skips creating a local-host ClientConnection and goes
    straight to setting the game mode.  Upstream's refactor created a
    ClientConnection with a null socket even for the dedicated path and ran
    the full tick loop; that approach is incompatible with headless operation.

Minecraft.Client/PendingConnection.cpp
  Kept HEAD.  The branch wraps the duplicate-XUID rejection path with a
  #if MINECRAFT_SERVER_BUILD guard that calls
  ServerLogManager::OnRejectedPlayerLogin.  Upstream's version removed that
  call and rewrote only the comment.  Preserving the guard keeps the
  server-build audit log intact.

Minecraft.Client/ServerConnection.cpp
  Kept HEAD comment.  Both sides changed only a single-line comment above
  the playerSnapshot vector.  HEAD's comment ("Disconnect through
  PlayerConnection so clients receive a proper DisconnectPacket before socket
  close") describes the functional intent; it was kept as the more meaningful
  description for this branch.

Minecraft.Client/Windows64/Network/WinsockNetLayer.cpp
  Conflicts 1 & 2 — shutdown thread teardown:
    Hybrid: adopted upstream's nullptr style (consistent with the rest of the
    file after the modernisation PR) while keeping HEAD's more precise comment
    ("Ensure all host-side receive threads have exited before destroying locks").
  Conflict 3 — AcceptThreadProc accept() call:
    Kept HEAD.  HEAD passes sockaddr_in remoteAddress to accept() so that
    TryGetNumericRemoteIp can extract the client IP for connection logging
    and the IP-ban check (ServerRuntime::Access::IsIpBanned).  Upstream had
    simplified the call to accept(…, nullptr, nullptr), which would have
    silently broken IP-based access control in the server build.

---

fix: declare extern ConsoleUIController ui in ServerMain.cpp

Windows64_UIController.h (included by ServerMain.cpp) defines the class but
does not forward-declare the global `ui` instance.  The `extern ConsoleUIController ui`
declaration lives only in Common/UI/UI.h, which is not in ServerMain.cpp's
include chain.  The object is defined in Windows64_UIController.cpp, which IS
compiled as part of Minecraft.Server.vcxproj, so the linker already sees it;
the missing declaration caused a C2065 compile error only in the server
translation unit.  Added the extern declaration alongside the other extern
globals at the top of ServerMain.cpp.
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Boats fall underground...

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