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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-14 18:15:28 -04:00
Remove TexturePack command as it was replaced by gui long ago.
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@ -17,7 +17,6 @@ namespace ClassicalSharp.Commands {
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RegisterCommand( new HelpCommand() );
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RegisterCommand( new HelpCommand() );
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RegisterCommand( new InfoCommand() );
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RegisterCommand( new InfoCommand() );
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RegisterCommand( new RenderTypeCommand() );
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RegisterCommand( new RenderTypeCommand() );
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RegisterCommand( new TexturePackCommand() );
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}
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}
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public void RegisterCommand( Command command ) {
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public void RegisterCommand( Command command ) {
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@ -1,8 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Text;
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using ClassicalSharp.TexturePack;
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using ClassicalSharp.Renderers;
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using ClassicalSharp.Renderers;
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namespace ClassicalSharp.Commands {
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namespace ClassicalSharp.Commands {
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@ -111,6 +109,7 @@ namespace ClassicalSharp.Commands {
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"&bnormal: &eDefault renderer, with all environmental effects enabled.",
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"&bnormal: &eDefault renderer, with all environmental effects enabled.",
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"&blegacy: &eMay be slightly slower than normal, but produces the same environmental effects.",
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"&blegacy: &eMay be slightly slower than normal, but produces the same environmental effects.",
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"&blegacyfast: &eSacrifices clouds, fog and overhead sky for faster performance.",
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"&blegacyfast: &eSacrifices clouds, fog and overhead sky for faster performance.",
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"&bnormalfast: &eSacrifices clouds, fog and overhead sky for faster performance.",
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};
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};
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}
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}
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@ -119,18 +118,21 @@ namespace ClassicalSharp.Commands {
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if( property == null ) {
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if( property == null ) {
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game.Chat.Add( "&e/client rendertype: &cYou didn't specify a new render type." );
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game.Chat.Add( "&e/client rendertype: &cYou didn't specify a new render type." );
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} else if( Utils.CaselessEquals( property, "legacyfast" ) ) {
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} else if( Utils.CaselessEquals( property, "legacyfast" ) ) {
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SetNewRenderType( true, true, true );
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SetNewRenderType( true, true );
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game.Chat.Add( "&e/client rendertype: &fRender type is now fast legacy." );
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game.Chat.Add( "&e/client rendertype: &fRender type is now fast legacy." );
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} else if( Utils.CaselessEquals( property, "legacy" ) ) {
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} else if( Utils.CaselessEquals( property, "legacy" ) ) {
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SetNewRenderType( true, false, true );
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SetNewRenderType( true, false );
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game.Chat.Add( "&e/client rendertype: &fRender type is now legacy." );
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game.Chat.Add( "&e/client rendertype: &fRender type is now legacy." );
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} else if( Utils.CaselessEquals( property, "normal" ) ) {
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} else if( Utils.CaselessEquals( property, "normal" ) ) {
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SetNewRenderType( false, false, false );
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SetNewRenderType( false, false );
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game.Chat.Add( "&e/client rendertype: &fRender type is now normal." );
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game.Chat.Add( "&e/client rendertype: &fRender type is now normal." );
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} else if( Utils.CaselessEquals( property, "normalfast" ) ) {
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SetNewRenderType( false, true );
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game.Chat.Add( "&e/client rendertype: &fRender type is now normalfast." );
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}
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}
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}
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}
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void SetNewRenderType( bool legacy, bool minimal, bool legacyEnv ) {
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void SetNewRenderType( bool legacy, bool minimal ) {
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game.MapEnvRenderer.SetUseLegacyMode( legacy );
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game.MapEnvRenderer.SetUseLegacyMode( legacy );
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if( minimal ) {
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if( minimal ) {
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game.EnvRenderer.Dispose();
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game.EnvRenderer.Dispose();
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@ -142,31 +144,7 @@ namespace ClassicalSharp.Commands {
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game.EnvRenderer = new StandardEnvRenderer( game );
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game.EnvRenderer = new StandardEnvRenderer( game );
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game.EnvRenderer.Init();
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game.EnvRenderer.Init();
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}
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}
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((StandardEnvRenderer)game.EnvRenderer).SetUseLegacyMode( legacyEnv );
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((StandardEnvRenderer)game.EnvRenderer).SetUseLegacyMode( legacy );
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}
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}
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}
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/// <summary> Command that changes the client's texture pack. </summary>
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public sealed class TexturePackCommand : Command {
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public TexturePackCommand() {
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Name = "TexturePack";
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Help = new [] {
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"&a/client texturepack [path]",
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"&bpath: &eLoads a texture pack from the specified path.",
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};
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}
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public override void Execute( CommandReader reader ) {
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string path = reader.NextAll();
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if( String.IsNullOrEmpty( path ) ) return;
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try {
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TexturePackExtractor extractor = new TexturePackExtractor();
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extractor.Extract( path, game );
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} catch( FileNotFoundException ) {
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game.Chat.Add( "&e/client texturepack: Couldn't find file \"" + path + "\"" );
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}
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}
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}
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}
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}
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}
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@ -35,13 +35,12 @@ Alternatively, you can use [CSLauncher](https://github.com/umby24/CSLauncher/rel
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this launcher is very similar to ClassiCube's launcher and is simpler to use. (Thanks Umby24 for making this launcher)
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this launcher is very similar to ClassiCube's launcher and is simpler to use. (Thanks Umby24 for making this launcher)
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###### *Mono specific*
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###### *Mono specific*
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*You must use either build using Mono compiler or define `__MonoCS__` when building, otherwise you will get runtime errors when decompressing the map using Mono.*
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*You must use either build using the Mono compiler or define `__MonoCS__` when building, otherwise you will get runtime errors when decompressing the map using Mono.*
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*Also when using older mono versions, you may need to run `mozroots --import --sync` to import trusted root certificates, otherwise you will get an 'Error writing headers' exception.*
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*Also when using older mono versions, you may need to run `mozroots --import --sync` to import trusted root certificates, otherwise you will get an 'Error writing headers' exception.*
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#### Important notes
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#### Tips
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* Press escape (after joining a world) to switch to the pause menu.
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* Press escape (after joining a world) to switch to the pause menu.
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* Pause menu -> Options -> Key mappings lists all of the key combinations used by the client.
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* Pause menu -> Options -> Key mappings lists all of the key combinations used by the client.
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* Note that toggling 'vsync' to off will minimise CPU usage, while on will maximimise chunk loading speed.
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* Note that toggling 'vsync' to off will minimise CPU usage, while on will maximimise chunk loading speed.
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* Press F to cycle view distance. A smaller number of visible chunks can improve performance.
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* Press F to cycle view distance. A smaller number of visible chunks can improve performance.
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