67 Commits

Author SHA1 Message Date
UnknownShadow200
30937e92f5 little bit less hardcoding 2018-03-20 16:54:48 +11:00
UnknownShadow200
20433f97ab Make TerrainAtlas and TerrainAtlas1D static for very minor performance increase 2018-03-15 21:04:21 +11:00
UnknownShadow200
b3e812ba89 and fix 'break air' particles showing 2018-01-15 18:37:28 +11:00
UnknownShadow200
35219142cd Optimise BlockInfo.IsLiquid to be simple lookup table instead 2018-01-13 09:21:24 +11:00
UnknownShadow200
0ee7101a55 Fix rare crashing when minimised on some GPUs, fixes #489.
Also redesign matrix setting architecture to completely eliminate matrix push/pop stack usage.
2017-12-18 21:27:44 +11:00
UnknownShadow200
ac356859e5 Introduce a little bit of variation in block break particle sizes. (still not right sizes and random) 2017-11-17 00:05:10 +11:00
UnknownShadow200
43d7b35231 Particle size is less hardcoded. 2017-11-16 23:56:01 +11:00
UnknownShadow200
bee175eb7c Eliminate generics usage in Particle classes 2017-10-13 12:10:03 +11:00
UnknownShadow200
372c4040da Fix mipmaps on windows 98 opengl backend 2017-09-22 00:12:26 +10:00
UnknownShadow200
acd19ceda2 get rid of generics usage in multiple places 2017-09-21 23:03:58 +10:00
UnknownShadow200
7d9dd4ec1e For consistency, always use verticesCount in 3D graphics APIs, instead of mixing vertices and indices count 2017-09-16 20:30:05 +10:00
UnknownShadow200
ad5b6064e6 Optimise particle rendering II 2017-09-12 23:39:29 +10:00
UnknownShadow200
c37c356d54 Optimise particle rendering to be 2-3x faster 2017-09-12 22:55:26 +10:00
UnknownShadow200
c23ba90c1f Make BlockInfo class static and break all plugins in the process. 2017-08-14 09:33:21 +10:00
UnknownShadow200
bf846b80c0 Remove DrawMode/DrawVb/DrawIndexedVb, just provide DrawVb_Lines and DrawVb_IndexedTris 2017-07-03 23:56:05 +10:00
UnknownShadow200
1f45428ec7 Revert "Merge remote-tracking branch 'refs/remotes/origin/Snowy'"
This reverts commit 300df2ff60efe8385ebba8b05ce1992d9f254f67, reversing
changes made to 652e697bf8f1ea3598e10bddc026578a05c3fc0e.
2017-06-25 17:54:02 +10:00
UnknownShadow200
59673aba3a Initial implementation 2017-06-25 17:07:12 +10:00
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
98d435b110 fix licensing 2017-01-20 09:12:04 +11:00
UnknownShadow200
fd6fbe5582 Fix issues with tinted full bright blocks. (Thanks setey1) 2017-01-08 11:37:04 +11:00
UnknownShadow200
9728a38a4e Fix last commit for particles 2016-12-21 14:38:27 +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
07796be1a3 Style: TerrainParticle now has block ID 2016-12-20 21:07:07 +11:00
UnknownShadow200
619ebafca1 more work on abstracting lighting 2016-12-02 15:29:23 +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
00f28e2039 Style: Start simplifying BlockInfo 2016-10-29 13:15:00 +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
273b3b32e2 Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb 2016-10-10 09:13:32 +11:00
UnknownShadow200
64cb13d0a6 Gfx: DeleteVb should reset the id too. 2016-10-01 17:45:17 +10:00
UnknownShadow200
25a376dee4 Launcher: Move resources screen layout code into ResourcesView. 2016-09-25 22:16:12 +10:00
UnknownShadow200
541162331f Core: Fix particles from last commit. (Thanks goodlyay) 2016-09-25 14:53:09 +10:00
UnknownShadow200
ac886fae3c Tidy up last commit. 2016-09-25 10:55:50 +10:00
Goodlyay
deb56eed86 Client: Improve block breaking particles.
Particles now only appear from within the block's bounds. They also
explode nicer.
2016-09-24 13:52:59 -07:00
UnknownShadow200
38be2f192e Make ticking tasks code more extensible. 2016-08-06 15:06:20 +10:00
UnknownShadow200
17e2ee4398 Block break particles of fullbright blocks should render at full bright. (Thanks goodlyay) 2016-08-01 23:29:29 +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
f960043a08 Colour held block, more work on dig anim. 2016-06-25 13:48:12 +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
b2c642b8af Remove Block enum. 2016-06-11 15:29:45 +10:00
UnknownShadow200
fba550f3c2 Use generic BlockChanged event instead of hardcoding behaviour in PickingHandler. 2016-05-21 15:06:38 +10:00
UnknownShadow200
21e8a34b36 Make ParticleManager an IGameComponent, remember to release native textures. 2016-05-13 16:26:31 +10:00
UnknownShadow200
e8bd5033f3 Reduce code duplication for particles. 2016-05-11 19:37:31 +10:00
UnknownShadow200
2717458067 Move everything to WorldEnv class. 2016-05-11 19:29:59 +10:00
UnknownShadow200
b0f3faa530 Reduce 'popping' effect when leaving the ground and view bobbing is enabled, partially addresses #192. 2016-05-08 19:13:09 +10:00