UnknownShadow200
f17fb36f06
Last few fixes
2018-04-01 21:50:41 +10:00
UnknownShadow200
c179f0262b
fix some stuff
2018-04-01 15:23:13 +10:00
UnknownShadow200
76d2196464
fix maxx/maxy/maxz not being reset after world reset
2018-03-31 15:29:46 +11:00
UnknownShadow200
36f2dec36e
Optimise ShadowComponent rendering
2018-03-27 17:58:13 +11:00
UnknownShadow200
8150ff22ff
Fix some things to actually work
2018-03-25 11:23:53 +11:00
UnknownShadow200
9473646252
Majorly optimise block culling calculations
2018-03-20 21:52:47 +11:00
UnknownShadow200
30937e92f5
little bit less hardcoding
2018-03-20 16:54:48 +11:00
UnknownShadow200
68b861f6c8
little bit less hardcoding
2018-03-19 22:07:26 +11:00
UnknownShadow200
865b72db72
very minorly optimise BlockInfo.CalcCulling
2018-03-14 22:06:03 +11:00
UnknownShadow200
b04ff7333c
Finish support for 10 bit blocks
2018-03-08 10:43:31 +11:00
UnknownShadow200
bc90eb9d52
Fix external plugins changing game.Graphics causing issues
2018-03-04 19:44:03 +11:00
UnknownShadow200
b432ae6a81
Fix rare crashing on some 10 year old GPUs with Direct3D9
2017-12-17 09:23:38 +11:00
UnknownShadow200
b2cacf6dc0
Fix incorrect rendering when chunk had over 65,536 vertices. (Thanks Empy)
2017-12-07 19:24:53 +11:00
UnknownShadow200
9dd16baf47
ChunkPartInfo is now 12 bytes less in size
2017-09-13 14:20:11 +10:00
UnknownShadow200
c23ba90c1f
Make BlockInfo class static and break all plugins in the process.
2017-08-14 09:33:21 +10:00
UnknownShadow200
3d01dbab20
Remove unused code
2017-06-25 20:32:42 +10:00
UnknownShadow200
ac276d3611
Remove generic CreateVb<T>, force everyone to use raw pointers
2017-06-11 22:45:41 +10:00
UnknownShadow200
bc58cb6f93
Mostly port mesh builder to C.
2017-06-08 11:16:52 +10:00
UnknownShadow200
59f3c0bc5c
Port TileDrawer to C.
2017-06-07 16:51:32 +10:00
UnknownShadow200
9a2c115af3
Port MapBordersRenderer to C.
2017-05-31 10:09:00 +10:00
UnknownShadow200
c9167859fb
Compare light colour instead of isLit, allows for custom lighting implementations.
2017-02-25 19:41:40 +11:00
UnknownShadow200
7bd365afba
microoptimisation for chunk mesh building
2017-02-23 23:30:54 +11:00
UnknownShadow200
2738713a83
Skip inside faces for all opaque blocks, even those that are not a full solid block.
2017-02-21 08:27:09 +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
b6df7d9732
Don't pointlessly recreate all air chunks
2017-02-19 11:40:35 +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
69dd8af17c
reduce code duplication
2017-02-07 15:19:06 +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
75f0a73841
Style: Indent catch and switch properly.
2016-12-02 15:31:34 +11:00
UnknownShadow200
2986773b51
Abstract block lighting
2016-11-29 21:01:18 +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
2452cc93a7
Style: Use gfx consistently everywhere, instead of mixing api and graphics.
2016-10-12 12:25:12 +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
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
f399c838f2
Client: Keep track of edge level in mesh builder.
2016-09-15 10:56:32 +10:00
UnknownShadow200
a86d1233d0
Implement greedy meshing for advanced lighting backend.
...
Note this not 100% optimal, as it does not cover the case of a row of quads in half shadow (one side in shadow, other in sunlight). However, it performs greedy meshing when blocks are either fully in shadow or sunlight so this is much more optimal than before.
2016-07-12 22:31:19 +10:00
UnknownShadow200
d8fa0aeb1f
Slightly fix smooth lighting.
2016-07-12 14:38:16 +10:00
UnknownShadow200
d886909889
First pass on redesigned smooth lighting code. Still a major WIP.
2016-07-10 20:53:24 +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
Goodlyay
06657bbdf1
Add light smoothing to top and side faces of blocks.
2016-07-08 20:15:14 -07:00
UnknownShadow200
118f134b8f
Implement top-face water culling like classic.
2016-07-07 17:42:26 +10:00