UnknownShadow200
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a78205c45a
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Add copyright notices to every source file.
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2016-03-26 13:51:42 +11:00 |
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UnknownShadow200
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0e320c6cf0
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Quick fix for one face being mirrored the wrong way around for sprites.
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2016-02-29 19:11:56 +11:00 |
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UnknownShadow200
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ddc38805b0
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Implement sprite mirroring, closes #56.
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2016-02-29 18:11:37 +11:00 |
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UnknownShadow200
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19d9c182c3
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Hopefully fix issues with the client very rarely crashing. (Thanks Joseph)
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2016-02-19 20:40:33 +11:00 |
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UnknownShadow200
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3b3a155243
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Optimise chunk mesh building functions even further.
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2016-02-03 13:31:57 +11:00 |
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UnknownShadow200
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db9d99fd65
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Fix lighting for upside down slabs.
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2016-01-26 00:28:47 +11:00 |
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UnknownShadow200
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56cb2b49a8
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Fix crashing in rare cases on Intel GPUs.
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2016-01-13 16:46:15 +11:00 |
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UnknownShadow200
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3a91e4c993
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Fix sounds playing even when not intersecting boundingbox (Thanks Empy), fix vertical sampling for non-fully high blocks being in the wrong location (Thanks goodlyay), fix not being able to use function keys in menu (Thanks WolfGangNS)
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2016-01-02 21:08:50 +11:00 |
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UnknownShadow200
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42c38611df
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Fix texture coordinates being noticably offset in some rare cases. (Thanks 123DontMessWitMe)
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2015-12-28 14:06:48 +11:00 |
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UnknownShadow200
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2b3326197f
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Fix lighting for non 0 minX/Y/Z and non 1 maxX/Z blocks.
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2015-12-24 12:43:56 +11:00 |
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UnknownShadow200
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6fb7e099f9
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Remove Height[] array and use MaxBB[].Y in its place, also fix sprites being drawn with wrong height in block in hand.
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2015-12-23 17:43:45 +11:00 |
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UnknownShadow200
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6fb700ae8f
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Particles now work with non 0 min and non 1 max.
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2015-12-23 15:30:34 +11:00 |
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UnknownShadow200
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5ba8539c03
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Initial progress on non 0 minX/Z and non 1 maxX/Z blocks.
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2015-12-23 14:20:30 +11:00 |
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UnknownShadow200
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aaea397140
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Save 'simple arms anim' as an option, start work on supporting non 0 min/1 max cubes.
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2015-12-20 23:28:35 +11:00 |
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UnknownShadow200
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1f54263749
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Fix sprites not being full bright if they should, overhaul fps screen to also display current position and hack states. FPS can be hidden with option 'Show FPS' now.
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2015-10-08 19:39:27 +11:00 |
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UnknownShadow200
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4d3331ae47
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Prefer 24 bit depth buffer by default, only use the maximum used atlas in MapRenderer.
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2015-10-04 15:24:20 +11:00 |
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UnknownShadow200
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69e23c88e1
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Separate various aspects of 'Game' class into own separate classes.
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2015-10-02 16:03:55 +10:00 |
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UnknownShadow200
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a12ffa3730
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Fix custom key bindings not being loaded, sprites are now rotated diagonally.
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2015-09-27 08:48:51 +10:00 |
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UnknownShadow200
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dde58e8b1d
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Reorganise BlockInfo, more work on BlockDefinitions.
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2015-09-22 16:48:04 +10:00 |
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UnknownShadow200
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6ce9f379a2
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Fix second sprite lighting bug.
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2015-09-15 17:37:28 +10:00 |
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UnknownShadow200
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6d690caa7a
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Fix sprite lighting bug.
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2015-09-15 17:24:02 +10:00 |
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UnknownShadow200
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e15492aa44
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Light emitting blocks should always be flat shaded at full brightness, fixes #69.
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2015-09-13 14:33:43 +10:00 |
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UnknownShadow200
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8659760440
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Fix some slab lighting bugs, support the ability to define animations with an animations.txt file, partially addresses #44.
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2015-09-13 14:17:43 +10:00 |
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UnknownShadow200
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cef12ac553
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Fix lighting bug with slabs.
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2015-09-10 19:39:42 +10:00 |
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UnknownShadow200
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03b21b62a7
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Do not use our own special packed atlas, use the standard atlas in preparation for #42.
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2015-09-06 08:13:21 +10:00 |
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UnknownShadow200
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7826f84b55
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Consistency of Game/Window - now just use game. Start work on adding crosshairs.
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2015-09-01 18:03:36 +10:00 |
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UnknownShadow200
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db800f3b32
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Slightly optimise ChunkMeshBuilder, fix lava not being fully lit on all tile sides.
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2015-09-01 16:33:05 +10:00 |
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UnknownShadow200
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fece6e6da0
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Minor optimisations in ChunkMeshBuilder, store (y - 1) in heightmap so we don't have to also check against block height.
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2015-08-28 06:13:18 +10:00 |
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UnknownShadow200
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2ffa078e75
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Experimental heightmap optimisation. Runs a lot quicker. (750ms to 600ms for 256 sized map, 24s to 12s for 512 sized map.
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2015-08-25 06:39:54 +10:00 |
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UnknownShadow200
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53fbe02e42
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More cleanup in OpenTK. Avoid calling PeekMessage then GetMessage in WinGLNative, we can just use PeekMessage with PM_Remove.
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2015-08-18 18:58:35 +10:00 |
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UnknownShadow200
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4e34637a05
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Minor code cleanup.
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2015-08-15 13:51:22 +10:00 |
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UnknownShadow200
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efc7b0bfe6
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Use stackalloc to avoid allocating index buffer on LOH, remove Is<X> methods in IGraphicsApi and make IGraphicsApi more consistent.
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2015-08-04 06:32:12 +10:00 |
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UnknownShadow200
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dd2eb1105a
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Use single index buffer for all chunks. Very minor increase in performance, but does slightly reduce memory usage.
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2015-08-03 19:17:53 +10:00 |
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UnknownShadow200
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618ded14e0
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Add experimental optimisation of grouping vertices by faces, then skipping all vertices of a face if that face is always back facing. Improves FPS by 50 - 100 in some cases. On slower card, imrpvoed FPS by 5-30.
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2015-08-03 17:25:42 +10:00 |
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UnknownShadow200
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572a52dd3c
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Don't call AddIndices for every single face - just do it one bulk go in ExpandCapacity().
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2015-07-31 19:57:31 +10:00 |
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UnknownShadow200
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4cc1e27157
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Cleanup the solution - move the client's files and folders into their own folder.
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2015-07-25 06:45:14 +10:00 |
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