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CTB Minecraft assets and bugfixes, no big features - #43

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mbandersmc wants to merge 1 commit into
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mbandersmc wants to merge 1 commit into
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26.3

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@mbandersmc

@mbandersmc mbandersmc commented Aug 24, 2026

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  • uint16_t blockData changed to uint32_t to fix the water biome colors in the world importer reading garbage data and appearing random.
  • The the_ prefix is no longer removed from the_nether and the_end dimensions' internal names. (changing the internal file names like that just felt wrong to me lmao)
  • Changes in NBT.cpp and NBT.hpp are in place to fix the program trying to remove the minecraft: prefix from blockstate names in the world importer - where there is no such prefix.
    • (e.g. vertical_direction becomes irection, waterlogged becomes d, etc.)
    • Several .Replaced("minecraft:", "") lines were added to Section.cpp to fix what removing that code broke.
    • (im telling you all this because i asked chatgpt for that solution (sorry) and i feel like maybe you could implement something better here instead)

Notes:

  • When opened in GameMaker, the clouds texture appears corrupted (likely due to too many new textures in the Minecraft assets). Appears normal in C++.
  • When opened in GameMaker, there is a random chance for the program to close itself during asset loading (might be related to previous note, not sure). Does not happen in C++ as far as I know.
  • ➕ Some new Minecraft blocks use textures larger than 16x16 (shelf blocks, shelf mushroom, straw bed). These textures cause the rest of the block sheet to double/quadruple in size, which takes up more RAM (and also creates disparity with the animated block textures. I couldn't find a better solution to this than overwriting these textures and models with custom ones to make them all use 16x16 textures (not ideal !!!).

@stuffbydavid

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I'm trying to upgrade the project to GameMaker LTS 2026 as part of the repo cleanup, I had to replace array_contains, string_split and matrix_inverse and patch the sun shader and ds_list/map_valid function. Are you on an older version? After fixing those things I get the same cloud issue. Schematic loading seems pretty unstable in GM but works in C++.

There are issues with AO and reflections after your changes (in CppProject), I'm investigating right now.

@mbandersmc

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Yea I've still been using IDE v2022.0.2.51 Runtime v2022.0.2.49, same as old 2.0.2.

I haven't noticed any significant changes to AO or reflections between 2.0.2 and this branch after compiling, so these issues might just be a GML/C++ difference (or maybe another runtime upgrade issue(?)).

@stuffbydavid
stuffbydavid deleted the 26.3 branch August 24, 2026 19:13
@stuffbydavid

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I figured out the AO/reflections, it was due to dev_mode_skip_tangents=true.
Let's continue discussions in #44.

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