From 8f17df635179fc085d4a6513211fbf6b543d1c41 Mon Sep 17 00:00:00 2001 From: Loki Rautio Date: Mon, 2 Mar 2026 23:46:39 -0600 Subject: [PATCH 1/4] Disable blank changelog popup for now Partially addresses issue in #190 --- Minecraft.Client/Xbox/Xbox_App.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Minecraft.Client/Xbox/Xbox_App.cpp b/Minecraft.Client/Xbox/Xbox_App.cpp index b252035e..a342d8c2 100644 --- a/Minecraft.Client/Xbox/Xbox_App.cpp +++ b/Minecraft.Client/Xbox/Xbox_App.cpp @@ -1658,7 +1658,8 @@ HRESULT CConsoleMinecraftApp::NavigateToScene(int iPad,EUIScene eScene, void *in // If you're navigating to the multigamejoinload, and the player hasn't seen the updates message yet, display it now // display this message the first 3 times - if((eScene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0)) + // todo: re-enable if we fix this menu, for now its just blank! + if(false && (eScene==eUIScene_LoadOrJoinMenu) && (bSeenUpdateTextThisSession==false) && ( app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_DisplayUpdateMessage)!=0)) { eScene=eUIScene_NewUpdateMessage; bSeenUpdateTextThisSession=true; From c1ec83aedc9b946b60a7c250983af876b2dccb2b Mon Sep 17 00:00:00 2001 From: void_17 <61356189+void2012@users.noreply.github.com> Date: Tue, 3 Mar 2026 12:59:47 +0700 Subject: [PATCH 2/4] Add nightly.yml release description Compiler information mostly --- .github/workflows/nightly.yml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/.github/workflows/nightly.yml b/.github/workflows/nightly.yml index 0affa845..df01b57a 100644 --- a/.github/workflows/nightly.yml +++ b/.github/workflows/nightly.yml @@ -35,4 +35,5 @@ jobs: with: tag_name: nightly name: Nightly Release - files: LCEWindows64.zip \ No newline at end of file + body: Compiled with MSVC v14.44.35207 in Release mode with Whole Program Optimization, as well as `/O2 /Ot /Oi /Ob3 /GF`. (So far the floating point model is `/fp:strict` to avoid undefined behavior before we refactor for performance). Requires at least Windows 7 and DirectX 11 compatible GPU to run. + files: LCEWindows64.zip From cd03a390b74c2452f26909a860227353cbd46ab6 Mon Sep 17 00:00:00 2001 From: Loki Rautio Date: Tue, 3 Mar 2026 00:07:31 -0600 Subject: [PATCH 3/4] Move Tutorial.pck to the correct Dec2014 location Fixes #190 --- .../Windows64Media/{Media => Tutorial}/Tutorial.pck | Bin 1 file changed, 0 insertions(+), 0 deletions(-) rename Minecraft.Client/Windows64Media/{Media => Tutorial}/Tutorial.pck (100%) diff --git a/Minecraft.Client/Windows64Media/Media/Tutorial.pck b/Minecraft.Client/Windows64Media/Tutorial/Tutorial.pck similarity index 100% rename from Minecraft.Client/Windows64Media/Media/Tutorial.pck rename to Minecraft.Client/Windows64Media/Tutorial/Tutorial.pck From ca7615d77d61e02c5fe895577f0ca353c6369887 Mon Sep 17 00:00:00 2001 From: 4win <4winyt@gmail.com> Date: Tue, 3 Mar 2026 01:13:20 -0600 Subject: [PATCH 4/4] feat: make the game sensitivity slider affect mouse sensitivity (#255) --- Minecraft.Client/Input.cpp | 2 +- Minecraft.Client/Minecraft.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Minecraft.Client/Input.cpp b/Minecraft.Client/Input.cpp index 6933a2d7..1639d09b 100644 --- a/Minecraft.Client/Input.cpp +++ b/Minecraft.Client/Input.cpp @@ -145,7 +145,7 @@ void Input::tick(LocalPlayer *player) // Delta should normally be 0 since applyFrameMouseLook() already consumed it if (rawDx != 0.0f || rawDy != 0.0f) { - float mouseSensitivity = 0.5f; + float mouseSensitivity = ((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame)) / 100.0f; float mdx = rawDx * mouseSensitivity; float mdy = -rawDy * mouseSensitivity; if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook)) diff --git a/Minecraft.Client/Minecraft.cpp b/Minecraft.Client/Minecraft.cpp index 87f1b8be..bc9aec3b 100644 --- a/Minecraft.Client/Minecraft.cpp +++ b/Minecraft.Client/Minecraft.cpp @@ -1191,7 +1191,7 @@ void Minecraft::applyFrameMouseLook() KMInput.ConsumeMouseDelta(rawDx, rawDy); if (rawDx == 0.0f && rawDy == 0.0f) continue; - float mouseSensitivity = 0.5f; + float mouseSensitivity = ((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame)) / 100.0f; float mdx = rawDx * mouseSensitivity; float mdy = -rawDy * mouseSensitivity; if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))