UnknownShadow200
0a4eece26c
Fix blocks on map border/horizon not being tinted. (Thanks joshim4)
2017-02-24 20:29:16 +11:00
UnknownShadow200
005d0cebe2
For the 0-1 people who bother, make 12 bit block ids as easy as a compile time switch.
2017-02-19 22:29:07 +11:00
UnknownShadow200
cf06302e33
Fix leftover issues
2017-02-16 16:42:50 +11:00
UnknownShadow200
c92ebcac6c
Use BlockID typedef instead of hardcoding byte everywhere.
...
In the 0.00001% chance someone changes blockid to be 16 bits
2017-02-16 16:31:17 +11:00
UnknownShadow200
b8efaebc8b
less crashes when lost context
2017-02-11 15:09:35 +11:00
UnknownShadow200
e02faa36e5
Add exp fog (thanks goodlyay)
2017-02-06 11:56:22 +11:00
UnknownShadow200
3a55073739
Use better alpha state management for better performance.
2017-02-05 08:25:20 +11:00
UnknownShadow200
6570992f51
fix last commit
2017-02-01 17:40:52 +11:00
UnknownShadow200
d947ac6988
Slightly less hardcoding
2017-02-01 17:36:09 +11:00
UnknownShadow200
98d435b110
fix licensing
2017-01-20 09:12:04 +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
00f28e2039
Style: Start simplifying BlockInfo
2016-10-29 13:15:00 +11:00
UnknownShadow200
dcf4f4c364
Style: Use ContextLost() in more places
2016-10-17 09:32:06 +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
2452cc93a7
Style: Use gfx consistently everywhere, instead of mixing api and graphics.
2016-10-12 12:25:12 +11:00
UnknownShadow200
f9c0f75208
Client: Move searcher for block collisions into separate class.
2016-10-10 14:42:05 +11:00
UnknownShadow200
273b3b32e2
Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb
2016-10-10 09:13:32 +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
ac65ac2ee9
Client: Roughly approximate block density fog in fast mode.
2016-09-15 17:00:51 +10:00
UnknownShadow200
2ca63e97d1
Client: Use better fog colour when in fast render mode.
2016-09-15 16:40:09 +10:00
UnknownShadow200
67f98eb825
Client: Don't show water/lava on vertical bit of borders (thanks tornato). Also offset horizon blocks properly.
2016-09-15 15:11:27 +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
ff4b1eb723
Avoid foreach wherever possible.
2016-08-15 12:57:25 +10:00
UnknownShadow200
ae5f379438
Fix client crash when using normalfast mode and on Intel OpenGL build.
2016-08-06 09:15:54 +10:00
UnknownShadow200
c283494e4b
Fix changing shadow colour not rebuilding map bedrock sides (which uses shadow colour), thanks goodlyay.
2016-07-31 21:13:29 +10:00
UnknownShadow200
cbfcc01bbf
Optimise weather rendering, part 1.
2016-07-18 18:21:37 +10:00
UnknownShadow200
7be81bea37
Fix most of remaining compilation errors on android project type.
2016-07-14 11:29:54 +10:00
UnknownShadow200
8c292d92e3
Use packed ints instead of 4 byte fields in vertex structs.
2016-07-10 11:23:20 +10:00
UnknownShadow200
2a233d9b11
Fix z-fighting and picking issues with water/lava.
2016-07-08 14:47:00 +10:00
UnknownShadow200
b2d0737b18
RenderType command should save between sessions. (Thanks classic1234)
2016-06-26 22:36:49 +10:00
UnknownShadow200
5b5b76f185
Fix skybox not being affected by view bobbing.
2016-06-26 09:03:54 +10:00
UnknownShadow200
df12571d96
Don't load a texture if it is bigger than gpu's max supported size.
2016-06-23 10:50:51 +10:00
UnknownShadow200
635aa4d348
Fix map border blocks not being at correct height, draw translucent blocks before map water when underwater for proper alpha blending.
2016-06-22 18:50:47 +10:00
UnknownShadow200
46095f6db9
Use methods compatible with OpenTK 1.0 API.
2016-06-21 08:34:27 +10:00
UnknownShadow200
d6266ed61e
Normalise line endings to end this madness. (Thanks Jjp137)
2016-06-11 17:56:37 +10:00
UnknownShadow200
e1d9b979cb
Make water/lava be offset down by 1.5 pixels to match original classic.
2016-06-11 17:15:29 +10:00
UnknownShadow200
b2c642b8af
Remove Block enum.
2016-06-11 15:29:45 +10:00
UnknownShadow200
585bde4454
Do not toggle depthwrite on/off in weather renderer unless necessary.
2016-06-08 15:16:31 +10:00
UnknownShadow200
1158193ad1
Fix selected block outline not showing when looking through map edge water.
2016-06-08 15:04:17 +10:00
UnknownShadow200
4c0b6ea1d6
Use safer method of incrementing pointers.
2016-05-25 22:16:38 +10:00
UnknownShadow200
fe6dccc944
Reduce shadow alpha slightly (Thanks goodlyay).
2016-05-16 15:22:28 +10:00
UnknownShadow200
c6d087f3e8
Quick fix for rain/snow.
2016-05-15 22:33:19 +10:00
UnknownShadow200
babf253b59
Add resources list class for launcher.
2016-05-15 19:31:37 +10:00
UnknownShadow200
664fb536c5
Implement rain/snow mirroring. (Thanks goodlyay)
2016-05-15 17:34:11 +10:00
UnknownShadow200
ae50dbd614
Remember that switching to another map does not raise EnvVarChanged event, fixes colour applied to skybox not being reset. (Thanks goodlyay)
2016-05-15 16:52:21 +10:00
UnknownShadow200
f05fba36de
Can change skybox colour (Thanks goodlyay).
2016-05-15 13:17:07 +10:00
UnknownShadow200
3546d165df
Fix skybox rendering in forward third person mode. (Thanks 123DMWM)
2016-05-15 13:06:32 +10:00
UnknownShadow200
ea7b4d743d
Fix orientation of top/bottom faces (thanks goodlyay), closes #186 .
2016-05-14 21:23:06 +10:00