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Voxel sandbox game with a large render distance, procedurally generated content and some cool graphical effects.

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Modifiers should be loaded from mods in `mods/` directory. Implies namespacing of modifiers.

enhancement
refactor

#1141 introduces very basic set of commands for editing world, basically focusing on copying and pasting structures to/from clipboard. To effectively modify worlds there following commands should be implemented too:...

experimental
engine
content
ui/ux
refactor

- [ ] Remove Elasticity, as it's a confusing stat for players. - [ ] Make swing speed constant, only changable via modifiers and accessories. Alternatively, keep this as an...

procedural-crafting

gameplay
ui/ux

Right now accessing those assets would require trickery with relative paths and since we would like to disallow `..` completely, we should have a different system.

enhancement
ui/ux

## Drescription Allow block substitution in blueprints with use of masks (#1284) and patterns (#1237). Substitution mapping can be specified as part of SBB definition Substitution will be automatically inherited...

enhancement
contributor friendly
terrain

Currently implementation of world edit `/blueprint` sub commands which take path argument perform no sanitization of the path itself, therefore they allow arbitrary file access via use of `..` or...

bug

## Description Brushes offer a way to preserve and apply certain operation to world using dedicated brush item. Heavily inspired by WorldEdit [brushes](https://worldedit.enginehub.org/en/latest/usage/tools/brushes/). ## Modes - [ ] `set` -...

question
content
ideas

## Description Currently SBBs use pointers to reference blueprints they use while both blueprints and SBBs are stored in hash maps. However, mixing pointers and data structures which can reallocate...

refactor