UnknownShadow200
71799ba86c
Survival: add basic structure for a healthbar
2016-10-20 16:52:37 +11:00
UnknownShadow200
5591f0a40e
Gfx: Remove unnecessary CreateIb code.
2016-10-17 21:34:55 +11:00
UnknownShadow200
7f92161077
Gfx: IGraphicsApi is no longer responsible for managing dynamic vertex buffers. Simplify dynamic vertex buffer code.
2016-10-12 19:28:00 +11:00
UnknownShadow200
faa89144dd
Merge branch 'master' of github.com:UnknownShadow200/ClassicalSharp
2016-10-10 10:05:38 +11:00
UnknownShadow200
273b3b32e2
Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb
2016-10-10 09:13:32 +11:00
UnknownShadow200
f10cd336eb
Get rid of unneeded SetRenderState call.
2016-10-09 09:40:42 +11:00
UnknownShadow200
b576506b86
Gfx: add bool indicating whether texture should use managed or default pool.
2016-10-06 10:54:17 +11:00
UnknownShadow200
febe31b904
Style: Split IGraphicsAPI into IGraphicsAPI and IGraphicsAPI.Core, don't catch NotSupportException for invalid bitmap.
2016-10-05 18:25:21 +11:00
UnknownShadow200
6aefaec83e
Gfx: Unload far away chunks that we can't see to reduce video memory usage on low fog distances.
2016-10-03 21:55:56 +11:00
UnknownShadow200
ac13fa78ca
Gfx: Use Default instead of Managed pool on Direct3D 9 backendfor vertex buffers, typically halfs memory usage.
...
Managed pool places data in both video and system memory. By only using the default pool, we only store data in video memory (at the cost of needing to recreate vertex buffers whenever the context is lost). This also means the client will crash whenever it runs out of video memory.. but really if that happens, you are likely stuffed anyway. I think the tradeoff is worth it. I'll also unload far away chunks to reduce video memory usage.
2016-10-03 21:23:18 +11:00
UnknownShadow200
d74d78df0d
Core: Rewrite camera class to have less code duplication.
2016-10-01 18:21:49 +10:00
UnknownShadow200
64cb13d0a6
Gfx: DeleteVb should reset the id too.
2016-10-01 17:45:17 +10:00
UnknownShadow200
da8ebc61b1
Fix last compile errors for android backend.
2016-09-11 12:45:23 +10:00
UnknownShadow200
38be2f192e
Make ticking tasks code more extensible.
2016-08-06 15:06:20 +10:00
UnknownShadow200
db86bee196
Fix error screen losing colour after context is lost.
2016-07-16 23:30:57 +10:00
UnknownShadow200
0da70b91eb
Use android-compatible 'is 32bpp bitmap' test.
2016-07-14 00:15:25 +10:00
UnknownShadow200
719d741a9b
More fixups for android backend.
2016-07-13 22:48:28 +10:00
UnknownShadow200
02fc19e1e7
Fixup OpenGLES api for IGraphicsApi changes.
2016-07-13 22:26:43 +10:00
UnknownShadow200
ea12b5a428
Also add very simple dynamic lighting.
2016-07-12 19:54:34 +10:00
UnknownShadow200
8c292d92e3
Use packed ints instead of 4 byte fields in vertex structs.
2016-07-10 11:23:20 +10:00
UnknownShadow200
333d7cef53
Reduce Texture struct size by 4 bytes, also fix issue with Control+Backspace. (Thanks FabTheZen)
2016-07-08 12:29:55 +10:00
UnknownShadow200
f960043a08
Colour held block, more work on dig anim.
2016-06-25 13:48:12 +10:00
UnknownShadow200
635aa4d348
Fix map border blocks not being at correct height, draw translucent blocks before map water when underwater for proper alpha blending.
2016-06-22 18:50:47 +10:00
UnknownShadow200
11f2695771
Make bottom right text group same location as normal chat group, reduce code duplication.
2016-06-20 20:21:07 +10:00
UnknownShadow200
d6266ed61e
Normalise line endings to end this madness. (Thanks Jjp137)
2016-06-11 17:56:37 +10:00
UnknownShadow200
b2c642b8af
Remove Block enum.
2016-06-11 15:29:45 +10:00
UnknownShadow200
1ab620559b
Fix key bindings not working due to mono compiler issue with enum initalisers.
2016-06-10 17:17:10 +10:00
UnknownShadow200
f15f0134c1
Use the original classic inventory table colours.
2016-05-26 17:03:05 +10:00
UnknownShadow200
4c0b6ea1d6
Use safer method of incrementing pointers.
2016-05-25 22:16:38 +10:00
UnknownShadow200
b352f1c7c9
Fog calculation should use camera position instead of entity's head position, fixes #191 . (Thanks goodlyay)
2016-05-08 13:31:31 +10:00
UnknownShadow200
c4834cc392
Inline performance hotspots.
2016-04-26 23:08:28 +10:00
UnknownShadow200
b9368a8a62
Make GenerateLevel menu description widgets match indention.
2016-04-19 11:54:46 +10:00
UnknownShadow200
e51aefe4d7
Fix padding issues, also be more helpful when using 'OpenGL build with Intel GPU on windows.'
2016-04-19 10:17:24 +10:00
UnknownShadow200
69a0b146b6
Active option should be in yellow-ish text, also make 'done' buttons bigger in classic mode. (Thanks FrostFox)
2016-04-16 22:56:31 +10:00
UnknownShadow200
0866009fef
Alt+Scrolling in inventory should scroll hotbar instead (Thanks FabTheZen), closes #161 .
2016-04-08 12:16:30 +10:00
UnknownShadow200
3865bc6888
Rename vertices structs to a more concise one, also fix issue with progress bar very very rarely overflowing when the server overflows on computing the progress value, by instead computing it client-side. (Thanks 123DontMessWitMe)
2016-03-29 20:45:52 +11:00
UnknownShadow200
a78205c45a
Add copyright notices to every source file.
2016-03-26 13:51:42 +11:00
UnknownShadow200
1bf5c9e68f
Super quick fix for OpenGL backend crashing on start.
2016-02-18 23:14:28 +11:00
UnknownShadow200
17b695845a
Fix entity shadows on Direct3D9 backend. (Thanks goodlyay)
2016-02-18 23:13:19 +11:00
UnknownShadow200
bfe9e287c6
Less popping in of chunks on fog border (Thanks MrGoober), also can press F8 to show a shadow above the block you are standing on. (Thanks MrGoober)
2016-02-05 00:10:01 +11:00
UnknownShadow200
7427d399c5
Particles now use the 1D texture atlas arrays. This means we no longer need a copy of the 2D terrain atlas in vram.
2016-01-31 23:54:45 +11:00
UnknownShadow200
0f87b7feb5
Specify whether the FastBitmap instance is readonly or not. (Mainly for android)
2016-01-21 21:19:23 +11:00
UnknownShadow200
be005c791f
Abstract away platform specific window/input handling.
2016-01-21 21:09:41 +11:00
UnknownShadow200
b79de4c457
Create and implement the CpeTextColours extension.
2016-01-10 21:05:46 +11:00
UnknownShadow200
101cbc5f06
Add more methods for android, add platform class to abstract away some platform differences.
2016-01-07 22:29:40 +11:00
UnknownShadow200
dacd6e4f44
Use MinBB/MaxBB in place of +0/+1, except for mesh builder.
2015-12-15 13:36:49 +11:00
UnknownShadow200
c8061b64fd
Cleanup SelectionManager, don't show all 64 spaces in ChatInputWidget.
2015-11-08 16:32:08 +11:00
UnknownShadow200
8130d91fc3
Bold selected name, some minor cleanup.
2015-11-04 20:36:01 +11:00
UnknownShadow200
928ab17ec2
More comments.
2015-11-03 16:26:15 +11:00
UnknownShadow200
42e86be6f0
Fix crashing when rainy but not drawing any vertices on nVidia cards, use default.png font for player names.
2015-11-02 17:29:56 +11:00