UnknownShadow200
b45bb70785
some micro optimisations
2017-02-07 22:53:54 +11:00
UnknownShadow200
98d435b110
fix licensing
2017-01-20 09:12:04 +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
273b3b32e2
Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb
2016-10-10 09:13:32 +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
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
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
c4834cc392
Inline performance hotspots.
2016-04-26 23:08:28 +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
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
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
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
UnknownShadow200
bc92278291
More comments in IGraphicsAPI.
2015-10-29 06:58:11 +11:00
UnknownShadow200
59aa0a1c07
Remove console window from default builds.
2015-10-27 07:08:46 +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
e83957c685
More code commenting and cleanup.
2015-10-25 20:34:47 +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
1740631f17
Simplify linux backend, use core vbo functions if running >= 1.5 opengl.
2015-10-01 18:10:22 +10:00
UnknownShadow200
0979c0597e
Fix translucent blocks, fix clipboard crashing the client.
2015-09-30 13:49:37 +10:00
UnknownShadow200
938cb13182
Initial work on new client gui.
2015-09-24 09:51:55 +10:00
UnknownShadow200
2096a554f3
Fix compliation on Mono not working on normal .NET 4.
2015-09-15 20:16:52 +10:00
UnknownShadow200
5433643e48
Fix blendfuncs initialisation, oops.
2015-09-09 18:57:21 +10:00
UnknownShadow200
2920b3afb5
Hopefully address problem raised in comments in #61 , thanks Mono.
2015-09-09 18:25:29 +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
UnknownShadow200
f33428a531
Implement ability to perform partial update of textures on both graphics api backends. Partially addresses #44 .
2015-09-02 18:33:13 +10:00
UnknownShadow200
d053a3bf90
Fix Direct3D9Api not building, print graphics info in more concise way and print adapter description for Direct3D 9. Fixes chunk visibility not being recalculated after terrain atlas size changes, closes #34 .
2015-08-30 06:48:53 +10:00
UnknownShadow200
dab0e31bfc
More code XML comments.
2015-08-29 11:54:55 +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
bea5c34691
Try to minimise api overhead with MapRenderer.
2015-08-23 09:13:28 +10:00
UnknownShadow200
4e34637a05
Minor code cleanup.
2015-08-15 13:51:22 +10:00