* Major grammar sweep
* Remove extra backtick
* Use more specific terminology for chunk data storage
* Forgor to cargofmt
* Fix typo "thier"
* Fix typo "clousures"
* Try new terminology
* Forgor to cargofmt
* Use "Subchunks" instead of "Heterogeneous" for ChunkBlocks variant
* Fix variable name
* Forgor to change comment
Also broadcast current held item. The block progress is already correctly displayed and calculated for tools. But for some reason the destruction does not work, looking at vanilla code i have no idea what i'm doing wrong
* make entity world RwLock
* Add teleport function
* Mark client as not loaded before change dim
* clippy
* Post-merge issues
* FIx post merge issues
* Make world.remove_player fire event conditionally
* Remove extra StartWaitingChunks packet
* Add world.send_world_info()
* Added spawn egg functionality
* Readd changes from before merge
* Added basic attacks on mobs
* Fixed spawn rotation and position
* Updated entities.json
* Fixed entity registry
* Added correct bounding boxes per entity
* Various fixes
* use right data types in entity registry
* fix: clippy
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Co-authored-by: Alexander Medvedev <lilalexmed@proton.me>
* Added new packets
Added packets to pumpkin-protocol for damage and re-spawning.
* Made damage_type registry value accessible
* Added damage and fall damage
* fixed phasing bug
* fix issues caused by merge
* spawn player on ground
make the player spawn on the highest block instead of in the air.
* dont default player to flying
* mode last_pos to living_entity
* fix using entity instead of living_entity
* fixed fall damage not working properly when switching gamemodes
* Added CSoundEffect packet
* Added sound macro
added a macro that turns sound namespaces to the sounds id
* added CEntitySoundEffect
* updated id to i32
* Added sound effects to pvp
* Added sweeping and particles
* Added I-Frames to living entity
* Refactored combat
split up the combat handling into multiple functions and a new combat module
* use new packet macro
* updated json files
* fixed attacking
* use builtin clamp