UnknownShadow200
096930653d
More fixes
2017-02-11 17:07:29 +11:00
UnknownShadow200
20b3b6fe5c
Don't accept terrain.png if too large, fixes #256
2017-02-11 12:49:27 +11:00
UnknownShadow200
ba99f63c29
Better context lost/restored logging
2017-02-10 11:27:04 +11:00
UnknownShadow200
b45bb70785
some micro optimisations
2017-02-07 22:53:54 +11:00
UnknownShadow200
f680bd0706
Optimise inventory rendering
2017-02-07 16:18:56 +11:00
UnknownShadow200
98d435b110
fix licensing
2017-01-20 09:12:04 +11:00
UnknownShadow200
75f0a73841
Style: Indent catch and switch properly.
2016-12-02 15:31:34 +11:00
UnknownShadow200
250ab7f417
Do same for launcher
2016-11-27 14:50:45 +11:00
UnknownShadow200
1aef52fab2
Use standard indentation for everything.
2016-11-27 14:47:09 +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
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
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
ea12b5a428
Also add very simple dynamic lighting.
2016-07-12 19:54:34 +10:00
UnknownShadow200
f960043a08
Colour held block, more work on dig anim.
2016-06-25 13:48:12 +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
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
a78205c45a
Add copyright notices to every source file.
2016-03-26 13:51:42 +11:00
UnknownShadow200
17b695845a
Fix entity shadows on Direct3D9 backend. (Thanks goodlyay)
2016-02-18 23:13:19 +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
be005c791f
Abstract away platform specific window/input handling.
2016-01-21 21:09:41 +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
c8061b64fd
Cleanup SelectionManager, don't show all 64 spaces in ChatInputWidget.
2015-11-08 16:32:08 +11:00
UnknownShadow200
928ab17ec2
More comments.
2015-11-03 16:26:15 +11:00
UnknownShadow200
bc92278291
More comments in IGraphicsAPI.
2015-10-29 06:58:11 +11:00
UnknownShadow200
6f8a4be44d
Use /client gpuinfo and log gpu info when an unhandled exception occurs, rather than always displaying it at startup.
2015-10-26 20:51:55 +11:00
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
e83957c685
More code commenting and cleanup.
2015-10-25 20:34:47 +11:00
UnknownShadow200
534294f646
More comments, separate heightmap calculation.
2015-10-25 08:32:17 +11:00
UnknownShadow200
7cf129963d
More comments, new launcher works on linux.
2015-10-21 18:30:18 +11:00
UnknownShadow200
b000dcd543
Add functionality for isometric block drawing for gui, simplify and arrange graphics api info, add warning for intel graphics cards users that they should use Direct3D build because of the lousy OpenGL implementation.
2015-10-06 20:15:48 +11:00
UnknownShadow200
87ffa1e5fe
Fix Direct3D9 build crashing if another application took and exited exclusive fullscreen, potentially fix crash in SetBlock packet.
2015-10-03 08:25:28 +10:00
UnknownShadow200
0979c0597e
Fix translucent blocks, fix clipboard crashing the client.
2015-09-30 13:49:37 +10:00
UnknownShadow200
9e9a739932
Fix Direct3D9 build clipping when standing next to a block, blocks should not be placed over players. (Thanks Empy)
2015-09-30 09:10:55 +10:00
UnknownShadow200
976db7a487
Some cleanup, simplify readme.
2015-09-30 08:33:35 +10:00
UnknownShadow200
938cb13182
Initial work on new client gui.
2015-09-24 09:51:55 +10:00
UnknownShadow200
e35850c535
That was an extremely silly mistake.
2015-09-15 20:22:34 +10:00
UnknownShadow200
6974513adc
That was an extremely silly mistake.
2015-09-15 20:19:12 +10:00
UnknownShadow200
2096a554f3
Fix compliation on Mono not working on normal .NET 4.
2015-09-15 20:16:52 +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
4371246f96
Add support for drawing indexed dynamic VBs - use less memory in WeatherRenderer and can draw more particles in ParticleManager.
2015-09-03 06:32:28 +10:00