53 Commits

Author SHA1 Message Date
UnknownShadow200
f63d1e35e1 Begin to phase out usage of LogX/Y/Z calls, see issue #108 for why this is being done 2015-10-26 19:55:16 +11:00
UnknownShadow200
0d255b4586 More cleanup, fix map side textures being upside down. 2015-10-25 15:36:40 +11:00
UnknownShadow200
534294f646 More comments, separate heightmap calculation. 2015-10-25 08:32:17 +11:00
UnknownShadow200
bf18a732c5 Fix selected block box not showing behind translucent blocks, make it so that you are able to place blocks on the bottom layer of bedrock, fix ice physics. 2015-10-25 07:40:58 +11:00
UnknownShadow200
6748d3fe6d Fix entities being lit as shadows when standing in empty chunks, add support for 'push back' when placing blocks that intersect your position, making building much faster. Add more comments to various parts of the client. 2015-10-24 19:00:49 +11:00
UnknownShadow200
eb73f460ab Fix skating effect with liquids. 2015-10-11 09:13:46 +11:00
UnknownShadow200
5d2386b931 Fix slabs not occluding properly. 2015-10-09 17:47:05 +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
b0091a8628 Use isometric blocks in BlockSelectScreen. 2015-10-07 18:14:59 +11:00
UnknownShadow200
a74f6af339 Use isometric blocks in hotbar. (Doesn't work for sprites, texture bleeding for Direct3D9 build) 2015-10-07 16:16:39 +11:00
UnknownShadow200
dc5a29e9f1 Move CloudsLevel to map class, simplify various map set methods, reset texture pack to default if we can't download the .png or .zip., fixes #90. 2015-10-05 16:57:39 +11:00
UnknownShadow200
d0445ba54d More work on experimental occlusion culling. 2015-10-04 20:18:07 +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
1740631f17 Simplify linux backend, use core vbo functions if running >= 1.5 opengl. 2015-10-01 18:10:22 +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
397b4040e4 Add support for exporting as .cw files. Remove .fcm exporting support. 2015-09-26 18:45:58 +10:00
UnknownShadow200
ba565760c3 Add support for importing .cw maps. 2015-09-26 08:54:08 +10:00
UnknownShadow200
8575aea22b Add very simple .nbt parser. 2015-09-26 07:51:56 +10:00
UnknownShadow200
6c69baeb38 More physics (still to go: saplings) 2015-09-25 20:21:05 +10:00
UnknownShadow200
82d4f8b93a Fix issue with water level being below 0, leaves should not be skipped if they are not next to each other. (Fixes #47) 2015-09-23 14:03:43 +10:00
UnknownShadow200
dde58e8b1d Reorganise BlockInfo, more work on BlockDefinitions. 2015-09-22 16:48:04 +10:00
UnknownShadow200
60b87b7a6f Client should draw blocks at map boundaries. 2015-09-19 20:35:04 +10:00
UnknownShadow200
1a754f149e Fix issues with mouse cursor position on High-DPI displays. 2015-09-19 13:25:11 +10:00
UnknownShadow200
4b51c5c4c0 Add support for loading .dat files, mark single-player support as done. 2015-09-19 11:03:18 +10:00
UnknownShadow200
41c091e832 Fix rotations being slightly off, also push up player if they get stuck in a block. 2015-09-17 19:41:03 +10:00
UnknownShadow200
afb81d4088 More work on loading .dat, remove unused functions from SharpDX.Direct3d, fix #75. 2015-09-17 18:16:34 +10:00
UnknownShadow200
9d907b333b Add support for 16 bpp back buffers in Direct3D9 api (untested), more work on .dat format. 2015-09-15 20:02:46 +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
d705593c36 Add highly experimental, partial support for BlockDefinitions to address #42. 2015-09-08 06:28:30 +10:00
UnknownShadow200
5fb2f45189 Fix chunks not being refreshed properly when sunlight/shadowlight changes. Fix client raising EnvVariableChanged events even if new is equal to old, fixes #54. 2015-09-07 06:29:11 +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
d95272f4a7 Read saved environment metadata from maps in singleplayer mode. 2015-09-05 20:24:54 +10:00
UnknownShadow200
875ec23b5b Add proper brightness to entities, closes #45. (Thanks Goodlyay) 2015-09-03 20:14:10 +10:00
UnknownShadow200
1aff357e80 Make sure we don't overwrite existing map files when saving, because we permanently lose some of the original map's metadata when the client loads a map. 2015-09-01 20:05:53 +10:00
UnknownShadow200
c8c8b8072d Partial support for saving and loading maps. 2015-09-01 19:58:21 +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
ffa96b651b Some stylistic cleanup in BlockInfo.Culling, use TileSide.Sides instead of an apparent magical constant, minor simplifications in mesh building code. 2015-08-29 08:16:49 +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
9d9ca55a7c Make everything in OpenTK have consistent whitespace, simplified detecting unix kernel, combined INativeWindow and IInputDriver. 2015-08-22 06:50:23 +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