33 Commits

Author SHA1 Message Date
UnknownShadow200
7ce3bfae73 Start porting IDrawer2D to C. 2017-10-13 21:09:10 +11:00
UnknownShadow200
bdc4c948cb Make texture width/height unsigned instead of signed 16 bits 2017-10-04 15:03:59 +11:00
UnknownShadow200
a20c91ccc3 Get rid of duplication FastColour.Parse and FastColour.TryParse 2017-09-21 15:52:50 +10:00
UnknownShadow200
9f918334bd use a do {} while in StringBuffer.AppendNum 2017-07-29 23:45:27 +10:00
UnknownShadow200
1a370dabc7 Fix crashing when going to extremely ridiculously coordinates far from spawn (in the range of ~2 billion) 2017-07-29 23:38:46 +10:00
UnknownShadow200
4268d7c7c1 Launcher is now capable of running without ClassicalSharp.exe 2017-05-23 10:04:18 +10:00
UnknownShadow200
b9fdc37928 Don't hardcode font size in TextAtlas to 16 2017-04-23 17:27:58 +10:00
UnknownShadow200
b7c251256d Better Drawer2D api 2017-02-28 10:46:03 +11:00
UnknownShadow200
98d435b110 fix licensing 2017-01-20 09:12:04 +11:00
UnknownShadow200
eddf8229f0 Optimise block tinting 2016-12-21 14:27:24 +11:00
Goodlyay
a4cb1e80be Core: add block tinting
Uses the fog colour components of the block to tint it if the name ends
with "#".
2016-12-20 19:05:29 -08:00
UnknownShadow200
75f0a73841 Style: Indent catch and switch properly. 2016-12-02 15:31:34 +11:00
UnknownShadow200
619ebafca1 more work on abstracting lighting 2016-12-02 15:29:23 +11:00
UnknownShadow200
4d1ef1a65b more work on lighting abstraction 2016-11-29 21:25:39 +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
71799ba86c Survival: add basic structure for a healthbar 2016-10-20 16:52:37 +11:00
UnknownShadow200
03a8c27deb Client: Modularise out TextAtlas part of FPSScreen 2016-10-18 18:09:36 +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
0da70b91eb Use android-compatible 'is 32bpp bitmap' test. 2016-07-14 00:15:25 +10:00
UnknownShadow200
719d741a9b More fixups for android backend. 2016-07-13 22:48:28 +10:00
UnknownShadow200
02fc19e1e7 Fixup OpenGLES api for IGraphicsApi changes. 2016-07-13 22:26:43 +10:00
UnknownShadow200
8c292d92e3 Use packed ints instead of 4 byte fields in vertex structs. 2016-07-10 11:23:20 +10:00
UnknownShadow200
df986441f8 Make 'Back to X' buttons same as classic. (Thanks FrostFox) 2016-06-24 20:21:33 +10:00
UnknownShadow200
ec773449a9 Use back colours for built-in colour codes, partially addresses #167. (Thanks FrostFox) 2016-05-26 12:38:38 +10:00
UnknownShadow200
544f80a2f5 Client now rescales non-power of two skins, fixes crashing and closes #177. (Thanks MarsBarsFood) 2016-04-27 18:17:03 +10:00
UnknownShadow200
a78205c45a Add copyright notices to every source file. 2016-03-26 13:51:42 +11:00
UnknownShadow200
b859739cb7 Show texture pack download status in top right corner. 2016-03-02 13:37:45 +11:00
UnknownShadow200
d6e541bc91 Minor memory optimisations. 2016-02-02 19:04:20 +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
101cbc5f06 Add more methods for android, add platform class to abstract away some platform differences. 2016-01-07 22:29:40 +11:00
UnknownShadow200
6fb7e099f9 Remove Height[] array and use MaxBB[].Y in its place, also fix sprites being drawn with wrong height in block in hand. 2015-12-23 17:43:45 +11:00
UnknownShadow200
b0230dd819 Initial work for Android. 2015-12-16 18:16:27 +11:00