105 Commits

Author SHA1 Message Date
UnknownShadow200
8e5df2b1c5 Better old MSVC compatibility 2024-07-25 23:06:18 +10:00
UnknownShadow200
b40db441c5 Saturn: Textures work kinda 2024-07-05 19:37:54 +10:00
UnknownShadow200
a8022a70b3 Lazy load 1D atlases in LOWMEM builds 2024-06-17 20:39:03 +10:00
Goodlyay
400257da1a Merge branch 'master' into ModernLighting 2024-05-01 21:57:47 -07:00
UnknownShadow200
7932a5be3c Use floats instead of doubles in more places 2024-04-26 20:42:12 +10:00
UnknownShadow200
1e8bbd0c4b More consistent struct field naming 2024-04-06 09:34:07 +11:00
UnknownShadow200
5fb4887191 PS1: Use a little bit less memory 2024-03-28 17:39:10 +11:00
Goodlyay
3e9c1b3d3d Compiles again 2024-03-10 21:29:30 -07:00
Goodlyay
db0af47418 Merge branch 'master' into ModernLighting 2024-03-10 21:09:43 -07:00
UnknownShadow200
eedea7446d Only load top parts of gui.png and icons.png into GPU textures 2024-01-22 19:55:43 +11:00
UnknownShadow200
f5d8b44b8f Change X/Y/Z to lowercase in structs 2023-12-18 20:33:13 +11:00
UnknownShadow200
f63018b05a Defer allocation of more dynamic VBs 2023-11-05 09:53:32 +11:00
Goodlyay
3477649d7f Merge branch 'master' into ModernLighting 2023-10-30 21:48:37 -07:00
UnknownShadow200
5a094d1a70 Get it to compile with tcc again 2023-10-07 23:40:57 +11:00
Goodlyay
054cceed87 Change block Fullbright boolean property to Brightness uint8 property 2023-04-23 05:32:07 -07:00
UnknownShadow200
2532940c49 Refactor texture pack entry extraction to be more uniform 2022-10-23 12:44:24 +11:00
UnknownShadow200
1787c92ca5 Completely obsolete Gfx_SetTexturing, also fixes chat input background sometimes missing on Direct3D9 backend (Thanks Flux3on)
Issue was introduced in 3e34665941867cb3b7691a3da864923e4366a3b8
2022-09-14 19:08:07 +10:00
UnknownShadow200
64e27dd570 Simplify OpenGL 1 backend to avoid needing to call Gfx_SetTexturing()
Results in glEnable(GL_TEXTURE_2D) and glDisable(GL_TEXTURE_2D) being called much less often:
23 times --> 4 times (not looking at a block)
23 times --> 6 times (looking at a block)
25 times --> 8 times (all chat with input open)
2022-09-03 10:36:28 +10:00
UnknownShadow200
1fa0e789c0 Part 1 of lighting refactor 2022-06-13 19:04:36 +10:00
UnknownShadow200
9e3ecc96b8 WIP on more accurate leaves/sponge particles (Thanks Birevan) 2022-05-04 19:54:23 +10:00
UnknownShadow200
672e0ce0e7 Make Vec3_Normalise handle 0 vectors 2021-07-22 08:50:10 +10:00
UnknownShadow200
0b4dc84271 Move World_Contains checks to within Lighting_Col, rename Lighting_Col_XYZ to Lighting_Color_XYZ 2021-06-16 20:16:52 +10:00
UnknownShadow200
6f7eac87c7 make particles tick an extremely tiny bit faster 2021-03-13 22:17:55 +11:00
UnknownShadow200
5801e7888d Mobile: Add hotbar switching as an on-screen control 2020-12-20 14:45:50 +11:00
UnknownShadow200
91a1603ef0 Fix last commit not compiling 2020-12-20 12:00:58 +11:00
UnknownShadow200
3ec8644c69 Add Mem_Equals function 2020-12-20 11:52:25 +11:00
UnknownShadow200
bc66ea9325 Always recreate gfx resources instead of just creating, should prevent any leak 2020-12-16 20:28:30 +11:00
UnknownShadow200
9501564a72 String --> cc_string 2020-10-18 11:53:28 +11:00
UnknownShadow200
5bf63e79a3 Use single Event_Register_ macro instead of Event_Register_XYZ macros
The Event_Register_XYZ were all just defined to Event_Register_Macro anyway, completely ignoring the type of the arguments given. Therefore it's better to just give a single type unsafe Event_Register_ macro, rather than misleading the user into thinking they were using type safe macros
2020-07-29 17:45:59 +10:00
UnknownShadow200
fd28ce7b27 Add single Event_UnregisterAll method, instead of having code everywhere calling Event_UnregisterXYZ 2020-07-29 11:48:30 +10:00
UnknownShadow200
8bcbad56f6 Consistently use OnInit/OnFree/OnReset everywhere 2020-07-27 18:32:01 +10:00
UnknownShadow200
d90b06e6a8 minor code cleanup 2020-07-24 19:36:03 +10:00
UnknownShadow200
c346d8dc0c Fix custom particles that spawn inside a block appearing for a few frames before disappearing in first PhysicsTick call (Thanks Goodly) 2020-06-27 19:44:48 +10:00
UnknownShadow200
f476eee0c1 WIP on deleting some managed textures when context is lost but managed textures is not actually supported by graphics api 2020-06-26 11:39:54 +10:00
UnknownShadow200
c0545de38b Don't include Picking.h in Game.h 2020-06-13 11:23:08 +10:00
UnknownShadow200
9d68364781 Combine GameStructs.h into Game.h
Also breaks all plugin source code, sorry about that
2020-06-13 11:13:41 +10:00
UnknownShadow200
354884a80b Get rid of usages of VertexP3fT2fC4b/P3fC4b typedef, just use raw struct 2020-05-06 22:31:57 +10:00
UnknownShadow200
64a968237c Phase 1 of renaming VertexP3fT2fC4b/P3fC4b to VertexTextured/Coloured 2020-05-06 22:08:06 +10:00
UnknownShadow200
a092b86ac8 better c89 compatibility 2020-05-06 21:48:26 +10:00
UnknownShadow200
ce99219bd9 remove some unused code 2020-04-30 17:59:09 +10:00
Goodlyay
4f7adbc937 Replace expireUponTouchingGround with collideFlags
flags: expireUponTouchingGround, collidesSolid, collidesLiquid,
collidesLeaves
2020-02-28 03:05:14 -08:00
UnknownShadow200
3662056c25 Change particle 'can pass through' to callback function instead of bool for passing through liquids 2020-02-27 17:22:27 +11:00
UnknownShadow200
f9b610fc0d
Merge pull request #627 from UnknownShadow200/GUIRE10
Few minor performance improvements and some code cleanups
2020-02-23 12:50:35 +11:00
UnknownShadow200
68639f9772 Make CustomParticle_Render slightly faster 2020-02-23 00:24:12 +11:00
UnknownShadow200
a5c3e296e9 reduce custom particles memory usage by 2kb on 32 bit, 9kb on 64 bit 2020-02-22 23:39:30 +11:00
UnknownShadow200
523462d829 cleanup code a bit 2020-02-22 23:00:16 +11:00
Goodlyay
8bdce11220 Add tint and fixed size to be divided by 32 2020-02-22 00:25:22 -08:00
Goodlyay
94bc9b02b1 Add DefineParticle and SpawnParticle packets
Remove test code from Particle.c
2020-02-21 23:53:00 -08:00
Goodlyay
dcc256c15d Remove converge property
It's pointless since the same can be achieved by making speed negative
2020-02-21 19:49:37 -08:00
Goodlyay
b4f166381f Fix customParticle_properties issue
Implement/Add "expireUponTouchingGround" property
Implement velocity based on origin and speed
Implement/Add "converge" property that makes it implode toward origin
instead of explode away
2020-02-21 19:00:20 -08:00