fix entity swap reset position bug
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docs/src/highlevel-design/combat/combat.md
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5
docs/src/highlevel-design/combat/combat.md
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@ -0,0 +1,5 @@
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@page combat Combat
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consider: Unlock new animations after training in game engine
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@ -22,4 +22,5 @@ Discussion of, at a high game-design level, how everything should work and conne
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- @subpage economicsindex
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- @subpage structuresandbuildings
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- @subpage dungeonsindex
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- @subpage controlDesign
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- @subpage controlDesign
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- @subpage combat
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@ -1316,6 +1316,12 @@ Single block model custom shader
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Data-defined actor per-mesh uniform overrides
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Proper textures on each block item
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(03/06/2025)
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Fix bugs with block chunks not being marked as non-homogenous after editing
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(03/24/2025)
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Fix entity swap button resetting position
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# TODO
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@ -1347,6 +1353,7 @@ Floating world origin
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- Separately simulated regions of physics that dynamically merge/unmerge based on chunk loading
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Bug Fixes
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- Server not regenerating physics entities correctly after block edit
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- Fix hitbox placement does not scale with entity scale on server
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- Calculate bounding sphere for meshes by deforming vertices with bone default pose instead of no bone deform
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- Fix light cluster mapping for foliage shader
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@ -107,6 +107,7 @@ public class CharacterProtocol implements ServerProtocolTemplate<CharacterMessag
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/**
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* Spawns the player's entity
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* @param connectionHandler The connection handler for the player
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* @param id The id in the db to lookup the template from
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* @return THe player's entity
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*/
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static Entity spawnEntityForClient(ServerConnectionHandler connectionHandler, int id){
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@ -196,6 +197,7 @@ public class CharacterProtocol implements ServerProtocolTemplate<CharacterMessag
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Player player = connectionHandler.getPlayer();
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Entity playerEntity = player.getPlayerEntity();
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Vector3d position = EntityUtils.getPosition(playerEntity);
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Globals.realmManager.getEntityRealm(playerEntity).registerSpawnPoint(position);;
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Globals.realmManager.getEntityRealm(playerEntity).getSpawnPoint().set(position);
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ServerEntityUtils.destroyEntity(playerEntity);
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