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Combined all of the basic stats modifier - #3621
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Crepestrom wants to merge 76 commits into
Open
Crepestrom wants to merge 76 commits into
Crepestrom wants to merge 76 commits into
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This reverts commit a52aad2.
`build.zig` now stores the base version as a string parsed by `SemanticVersion`. The patch version is taken from `-Dversion` when it is passed, and defaults to `0` otherwise. Fixes PixelGuys#3639
…s#3675) Previously it was a secret setting that was introduced before the launchConfig was added. It makes more sense as a launchConfig since it cannot be changed in-game. fixes PixelGuys#3666
Remaining work: - [x] Figure out how it should sync with previous rendering to itself (that fence probably isn't a good idea) - [x] Use deferredDeinit instead of waiting on the fence - [x] ~~Can we submit it at the end of renderer.render?~~ (postponed PixelGuys#3684) progress towards PixelGuys#102
Progress toward tag-based music selection as outlined in PixelGuys#732. This PR is just the data model and changes no behavior. Each `zig.zon` file in the `music` folder declares tags, a mood target, a tolerance and a chance for the song of the same id. Adds `Mood`, a point in anxiety/energy/sanity space. Biomes and tracks are positioned in this space. Biomes can now declare a `baseMood`. Cave biomes default to a higher baseline anxiety. Example music track file: ```zig .{ .tags = .{ .peaceful, .day, .surface }, .moodTarget = .{.anxiety = 0.2, .energy = 0.3, .sanity = 0.8}, .moodTolerance = 0.6, .chance = 1.0, } ```
Currently nothing can be seen. (If you switch out all `renderCommands` with `guiCommands` you see it
Silt is the new soil block for cold grass, which should let cold grass look better in more contexts. Biomes which previously used soil with cold grass now just use silt. Cold grass is now colder and more distinct from temperate grass. <img width="1572" height="923" alt="image" src="https://github.com/user-attachments/assets/9d58bf00-038b-4343-b5aa-b0bdc5b0bcd3" /> Frosted grass vegetation is a replacement for PixelGuys#3662 . Like other grasses it can be used to craft grass seeds. I only added it to the tundra for now. <img width="1643" height="914" alt="image" src="https://github.com/user-attachments/assets/cf4541f0-7ba0-41d4-8330-9c665ef5a59d" /> Permafrost can now be used to craft frosted grass. As you can see from the color, it would be pretty niche, and I haven't added any biomes using it (it looks weird without frosted leaves or something.) But I do still think it would be nice for snowy builds. Again, we have few blocks that look nice with snow. <img width="1001" height="719" alt="image" src="https://github.com/user-attachments/assets/2476d6b8-f64d-4ccd-9121-91d002dae411" />
This reverts commit ea822e9.
This reverts commit 42946ea.
This reverts commit e7018f7.
…pestrom/Cubyz into Basic-Stat-Modifier-Combined
This reverts commit 8d4376c.
IntegratedQuantum
requested changes
Oct 13, 2026
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As for the CI failure, looks like one of the past CI runs in this PR has severely broken the cache in a non-recoverable way, I deleted all caches related to this PR and now it appears to run. |
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
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Fixes: #3611
increases maintainability of the code as you do not need to modify 8 basic stat modifiers in the same exact way
Breaks many addons that use the old system of modifiers
Also negative and positive modifiers are combined instead of being applied seperatly
eg: a +50% durability and -50% durability modifier will cancel out to +0% durability instead of -25% durability (75% of total durability)
Before:


After: