36 Commits

Author SHA1 Message Date
UnknownShadow200
e7aa519846 more concise interpolation, fix last commit 2017-01-25 22:30:56 +11:00
UnknownShadow200
55093847db initial entity rotation. breaks multiplayer. 2017-01-25 21:16:11 +11:00
UnknownShadow200
98d435b110 fix licensing 2017-01-20 09:12:04 +11:00
UnknownShadow200
e33d39685c Style: Make more code available to external plugins. 2016-12-03 19:26:38 +11:00
UnknownShadow200
dddc9954b7 Client: start work on loading external plugins 2016-12-03 17:44:45 +11:00
UnknownShadow200
1aef52fab2 Use standard indentation for everything. 2016-11-27 14:47:09 +11:00
UnknownShadow200
2fa379746a Style: Finish simplifying BlockInfo 2016-10-29 13:49:33 +11:00
UnknownShadow200
d24a929267 Core: Allow building up to 16 chunks per frame. 2016-10-17 16:42:38 +11:00
UnknownShadow200
8d994e7c08 Core: Chunks should unload/load based on user's view distance, not map fog. 2016-10-16 14:09:15 +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
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
f399c838f2 Client: Keep track of edge level in mesh builder. 2016-09-15 10:56:32 +10:00
UnknownShadow200
d837e52724 Better indentation 2016-08-30 12:49:24 +10:00
UnknownShadow200
202b6a99aa Microoptimise block redraw methods, makes things slightly faster when changing millions of blocks. 2016-08-17 14:08:43 +10:00
UnknownShadow200
466bd531cd Avoid unnecessary memory allocation in BlockDefinitionChanged. 2016-08-16 14:26:44 +10:00
UnknownShadow200
a9b3c0876e Fix last commit. 2016-07-12 20:15:19 +10:00
UnknownShadow200
4281dead19 Allow switching between normal / smooth lighting mesh building at runtime. 2016-07-09 16:10:32 +10:00
UnknownShadow200
f39f83cd22 Start work on modularising mesh builder class, so we can support both normal and smooth lighting backends. 2016-07-09 15:30:39 +10:00
UnknownShadow200
118f134b8f Implement top-face water culling like classic. 2016-07-07 17:42:26 +10:00
UnknownShadow200
ad720d69dd Fix rare crash when placing block at top of map. (Thanks kinjacidaleen) 2016-07-05 20:34:05 +10:00
UnknownShadow200
3291c47b9f Fix last commit. 2016-06-28 16:55:36 +10:00
UnknownShadow200
d2c6820dec Do much more optimised chunk rendering, this can double FPS on very large worlds (512^3 or 1024^3) which have many empty chunks. 2016-06-28 13:29:42 +10:00
UnknownShadow200
46095f6db9 Use methods compatible with OpenTK 1.0 API. 2016-06-21 08:34:27 +10:00
UnknownShadow200
52d25c081a Make lava draw translucent, optimise button widget rendering by only creating a texture size of text and then offseting to correct coords, instead of making one big texture equal to desired button size. 2016-06-18 23:11:06 +10:00
UnknownShadow200
303812a0df Minimise number of chunks that need to be recalculated on a lighting change. 2016-06-06 21:45:28 +10:00
UnknownShadow200
75486ad445 Fix issues with lighting on chunk horizontal borders, fixes #162. (Thanks goodlyay) 2016-06-05 00:40:15 +10:00
UnknownShadow200
2717458067 Move everything to WorldEnv class. 2016-05-11 19:29:59 +10:00
UnknownShadow200
442d72bd6b More usage of IGameComponent 2016-05-08 18:53:52 +10:00
UnknownShadow200
0c84116f93 Do not reallocate ChunkInfo on Refresh(), reduces temp memory allocations. 2016-05-01 22:01:11 +10:00
UnknownShadow200
730d472da7 Quick fix for last commit 2016-04-27 14:42:43 +10:00
UnknownShadow200
7f2cd4191b Make ChunkUpdater code more concise. 2016-04-27 11:51:07 +10:00
UnknownShadow200
0920837bcb Fix client crashing when switching to a texture pack with less used 1D atlases. (Thanks MrGoober) 2016-04-20 16:04:12 +10:00
UnknownShadow200
02d861b275 Quick fix for commit 8956cc5abdd346b6f3f71549abe37ff3f3a63689 2016-04-20 11:40:07 +10:00
UnknownShadow200
8956cc5abd Modularise MapRenderer class. 2016-04-20 08:41:22 +10:00