UnknownShadow200
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7ce3bfae73
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Start porting IDrawer2D to C.
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2017-10-13 21:09:10 +11:00 |
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UnknownShadow200
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bdc4c948cb
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Make texture width/height unsigned instead of signed 16 bits
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2017-10-04 15:03:59 +11:00 |
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UnknownShadow200
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a20c91ccc3
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Get rid of duplication FastColour.Parse and FastColour.TryParse
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2017-09-21 15:52:50 +10:00 |
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UnknownShadow200
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9f918334bd
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use a do {} while in StringBuffer.AppendNum
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2017-07-29 23:45:27 +10:00 |
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UnknownShadow200
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1a370dabc7
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Fix crashing when going to extremely ridiculously coordinates far from spawn (in the range of ~2 billion)
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2017-07-29 23:38:46 +10:00 |
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UnknownShadow200
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4268d7c7c1
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Launcher is now capable of running without ClassicalSharp.exe
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2017-05-23 10:04:18 +10:00 |
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UnknownShadow200
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b9fdc37928
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Don't hardcode font size in TextAtlas to 16
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2017-04-23 17:27:58 +10:00 |
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UnknownShadow200
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b7c251256d
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Better Drawer2D api
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2017-02-28 10:46:03 +11:00 |
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UnknownShadow200
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98d435b110
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fix licensing
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2017-01-20 09:12:04 +11:00 |
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UnknownShadow200
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eddf8229f0
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Optimise block tinting
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2016-12-21 14:27:24 +11:00 |
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Goodlyay
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a4cb1e80be
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Core: add block tinting
Uses the fog colour components of the block to tint it if the name ends
with "#".
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2016-12-20 19:05:29 -08:00 |
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UnknownShadow200
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75f0a73841
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Style: Indent catch and switch properly.
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2016-12-02 15:31:34 +11:00 |
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UnknownShadow200
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619ebafca1
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more work on abstracting lighting
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2016-12-02 15:29:23 +11:00 |
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UnknownShadow200
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4d1ef1a65b
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more work on lighting abstraction
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2016-11-29 21:25:39 +11:00 |
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UnknownShadow200
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250ab7f417
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Do same for launcher
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2016-11-27 14:50:45 +11:00 |
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UnknownShadow200
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1aef52fab2
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Use standard indentation for everything.
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2016-11-27 14:47:09 +11:00 |
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UnknownShadow200
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71799ba86c
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Survival: add basic structure for a healthbar
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2016-10-20 16:52:37 +11:00 |
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UnknownShadow200
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03a8c27deb
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Client: Modularise out TextAtlas part of FPSScreen
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2016-10-18 18:09:36 +11:00 |
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UnknownShadow200
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b576506b86
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Gfx: add bool indicating whether texture should use managed or default pool.
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2016-10-06 10:54:17 +11:00 |
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UnknownShadow200
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0da70b91eb
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Use android-compatible 'is 32bpp bitmap' test.
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2016-07-14 00:15:25 +10:00 |
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UnknownShadow200
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719d741a9b
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More fixups for android backend.
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2016-07-13 22:48:28 +10:00 |
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UnknownShadow200
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02fc19e1e7
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Fixup OpenGLES api for IGraphicsApi changes.
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2016-07-13 22:26:43 +10:00 |
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UnknownShadow200
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8c292d92e3
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Use packed ints instead of 4 byte fields in vertex structs.
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2016-07-10 11:23:20 +10:00 |
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UnknownShadow200
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df986441f8
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Make 'Back to X' buttons same as classic. (Thanks FrostFox)
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2016-06-24 20:21:33 +10:00 |
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UnknownShadow200
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ec773449a9
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Use back colours for built-in colour codes, partially addresses #167. (Thanks FrostFox)
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2016-05-26 12:38:38 +10:00 |
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UnknownShadow200
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544f80a2f5
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Client now rescales non-power of two skins, fixes crashing and closes #177. (Thanks MarsBarsFood)
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2016-04-27 18:17:03 +10:00 |
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UnknownShadow200
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a78205c45a
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Add copyright notices to every source file.
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2016-03-26 13:51:42 +11:00 |
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UnknownShadow200
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b859739cb7
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Show texture pack download status in top right corner.
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2016-03-02 13:37:45 +11:00 |
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UnknownShadow200
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d6e541bc91
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Minor memory optimisations.
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2016-02-02 19:04:20 +11:00 |
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UnknownShadow200
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0f87b7feb5
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Specify whether the FastBitmap instance is readonly or not. (Mainly for android)
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2016-01-21 21:19:23 +11:00 |
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UnknownShadow200
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101cbc5f06
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Add more methods for android, add platform class to abstract away some platform differences.
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2016-01-07 22:29:40 +11:00 |
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UnknownShadow200
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6fb7e099f9
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Remove Height[] array and use MaxBB[].Y in its place, also fix sprites being drawn with wrong height in block in hand.
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2015-12-23 17:43:45 +11:00 |
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UnknownShadow200
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b0230dd819
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Initial work for Android.
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2015-12-16 18:16:27 +11:00 |
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