36 Commits

Author SHA1 Message Date
UnknownShadow200
a78205c45a Add copyright notices to every source file. 2016-03-26 13:51:42 +11:00
UnknownShadow200
0e320c6cf0 Quick fix for one face being mirrored the wrong way around for sprites. 2016-02-29 19:11:56 +11:00
UnknownShadow200
ddc38805b0 Implement sprite mirroring, closes #56. 2016-02-29 18:11:37 +11:00
UnknownShadow200
19d9c182c3 Hopefully fix issues with the client very rarely crashing. (Thanks Joseph) 2016-02-19 20:40:33 +11:00
UnknownShadow200
3b3a155243 Optimise chunk mesh building functions even further. 2016-02-03 13:31:57 +11:00
UnknownShadow200
db9d99fd65 Fix lighting for upside down slabs. 2016-01-26 00:28:47 +11:00
UnknownShadow200
56cb2b49a8 Fix crashing in rare cases on Intel GPUs. 2016-01-13 16:46:15 +11:00
UnknownShadow200
3a91e4c993 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) 2016-01-02 21:08:50 +11:00
UnknownShadow200
42c38611df Fix texture coordinates being noticably offset in some rare cases. (Thanks 123DontMessWitMe) 2015-12-28 14:06:48 +11:00
UnknownShadow200
2b3326197f Fix lighting for non 0 minX/Y/Z and non 1 maxX/Z blocks. 2015-12-24 12:43:56 +11:00
UnknownShadow200
6fb7e099f9 Remove Height[] array and use MaxBB[].Y in its place, also fix sprites being drawn with wrong height in block in hand. 2015-12-23 17:43:45 +11:00
UnknownShadow200
6fb700ae8f Particles now work with non 0 min and non 1 max. 2015-12-23 15:30:34 +11:00
UnknownShadow200
5ba8539c03 Initial progress on non 0 minX/Z and non 1 maxX/Z blocks. 2015-12-23 14:20:30 +11:00
UnknownShadow200
aaea397140 Save 'simple arms anim' as an option, start work on supporting non 0 min/1 max cubes. 2015-12-20 23:28:35 +11:00
UnknownShadow200
1f54263749 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. 2015-10-08 19:39:27 +11:00
UnknownShadow200
4d3331ae47 Prefer 24 bit depth buffer by default, only use the maximum used atlas in MapRenderer. 2015-10-04 15:24:20 +11:00
UnknownShadow200
69e23c88e1 Separate various aspects of 'Game' class into own separate classes. 2015-10-02 16:03:55 +10:00
UnknownShadow200
a12ffa3730 Fix custom key bindings not being loaded, sprites are now rotated diagonally. 2015-09-27 08:48:51 +10:00
UnknownShadow200
dde58e8b1d Reorganise BlockInfo, more work on BlockDefinitions. 2015-09-22 16:48:04 +10:00
UnknownShadow200
6ce9f379a2 Fix second sprite lighting bug. 2015-09-15 17:37:28 +10:00
UnknownShadow200
6d690caa7a Fix sprite lighting bug. 2015-09-15 17:24:02 +10:00
UnknownShadow200
e15492aa44 Light emitting blocks should always be flat shaded at full brightness, fixes #69. 2015-09-13 14:33:43 +10:00
UnknownShadow200
8659760440 Fix some slab lighting bugs, support the ability to define animations with an animations.txt file, partially addresses #44. 2015-09-13 14:17:43 +10:00
UnknownShadow200
cef12ac553 Fix lighting bug with slabs. 2015-09-10 19:39:42 +10:00
UnknownShadow200
03b21b62a7 Do not use our own special packed atlas, use the standard atlas in preparation for #42. 2015-09-06 08:13:21 +10:00
UnknownShadow200
7826f84b55 Consistency of Game/Window - now just use game. Start work on adding crosshairs. 2015-09-01 18:03:36 +10:00
UnknownShadow200
db800f3b32 Slightly optimise ChunkMeshBuilder, fix lava not being fully lit on all tile sides. 2015-09-01 16:33:05 +10:00
UnknownShadow200
fece6e6da0 Minor optimisations in ChunkMeshBuilder, store (y - 1) in heightmap so we don't have to also check against block height. 2015-08-28 06:13:18 +10:00
UnknownShadow200
2ffa078e75 Experimental heightmap optimisation. Runs a lot quicker. (750ms to 600ms for 256 sized map, 24s to 12s for 512 sized map. 2015-08-25 06:39:54 +10:00
UnknownShadow200
53fbe02e42 More cleanup in OpenTK. Avoid calling PeekMessage then GetMessage in WinGLNative, we can just use PeekMessage with PM_Remove. 2015-08-18 18:58:35 +10:00
UnknownShadow200
4e34637a05 Minor code cleanup. 2015-08-15 13:51:22 +10:00
UnknownShadow200
efc7b0bfe6 Use stackalloc to avoid allocating index buffer on LOH, remove Is<X> methods in IGraphicsApi and make IGraphicsApi more consistent. 2015-08-04 06:32:12 +10:00
UnknownShadow200
dd2eb1105a Use single index buffer for all chunks. Very minor increase in performance, but does slightly reduce memory usage. 2015-08-03 19:17:53 +10:00
UnknownShadow200
618ded14e0 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. 2015-08-03 17:25:42 +10:00
UnknownShadow200
572a52dd3c Don't call AddIndices for every single face - just do it one bulk go in ExpandCapacity(). 2015-07-31 19:57:31 +10:00
UnknownShadow200
4cc1e27157 Cleanup the solution - move the client's files and folders into their own folder. 2015-07-25 06:45:14 +10:00