This is done by ensuring all the critical things are done on the server thread, while all remaining things are locked tightly with a mutex or a better data structure.
fixes#863
Also fixes a bug where item drop collection was not collecting the right amount.
fixes#751
This allowed reenabling item consumption when placing blocks. Durability and item drops are still work in progress.
Currently all game modes consume items. Temporarily reverts some changes from #739, until the game mode is synchronized to the server as well.
progress towards #670
* Add files via upload
* Move the files because I love github
* ACTUALLY replace the files. I love github
* Changed it to 50k
* Folder for void biomes + other changes
Made torches rarer,
Fixed void caverns generating too high,
Made the fog lighter,
Added a root crystals biome (it's a bit rare, I haven't seen it generate, but hypothetically it should be there)
* Removed air patches
* Various Void Changes
Made void spawn lower,
Made void root torches more common,
Changed fog color
* Fixed Fog Color and Made Fog Thicker
* Made the void 1500 blocks tall
* Added caves parameter to Void
* Removed stoneblock replacement
* Add wall model, add stone walls with wip textures
* Some work on textures...
* More work on texture. Tweak Voidstone bricsk
* Add voidstone and ferrock tiles, tweak their textures, more work on twall textures
* Add voidstone and ferrock walls., more work on textures
* Add remaining textures and add missing recipies
* undo change
* Remove mtl references
* Optimized (but z-fighting) wall model
* Fix a thing *backflip*
* Update fence and wall model for new code
* Improve how the fence rotation handles UVs on the top and bottom faces.
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Co-authored-by: IntegratedQuantum <jahe788@gmail.com>
This allows removing a bunch of internal faces, improving frametime greatly when looking at a distant forest.
fixes#579
makes #823 more important, since this doubled the cost
* fix: empty host ip in multiplayer
* fix: multiplayer conn init missing
* upd: error notif. window
* format fix
* fix: notification text global var
* fix: error notif. refresh
* fix: max width
* fix: raiseNotification fn
* fix: cleanup
* fix: minor changes
* fix: minor changes
* fix: defer line
* fix: revert global state on error
* fix: format check
* fix: save ip after successful conn
For linux and mac I just use "~/.cubyz"
For windows there seems to be no consensus on where game data should be located.
Out of the commonly used locations, "~/Saved Games/Cubyz" seemed the most sane option to me.
fixes#457
The lossy compression just simply replaces all interior blocks. It should not make any difference visually.
This halves the amount of data that is sent when first joining.
This makes #748 less important
fixes#745
I gave up on two restrictions:
1. low-to-high LOD borders are no longer prevented. This was only a problem for low render distance + fast movement, and the consequences of the fix were causing flickering in some cases, and to be honest I prefer small gaps in the terrain.
2. 2×2×2 chunks are grouped and rendered together. This makes the vertex shader a bit simpler and allows hierarchical traversal of chunks. However this means that the minimume render distance had to be increased again.
Overall this gave around a 30% reduction in CPU time for selecting the visible chunks. This also reduced jitter during loading.
makes #722 less severe
would make #745 more effective
Further optimizations might be possible.