* basic_crouching
* added crouching and block based friction
* use 1 / in friction calculation
* fix some issues
* remove spam
* make flying disable friction
* add slipping to the crouch when you move to fast
* change parameters to 20 and 0.2
* final changes
* fixes
* fix issue when flying
* lower the slip limit
* change slip again
* only change crouch perc when on ground
* small fixes
* other changes
* change slip limit
* revert to linear
* make friction more accurate
* fixes i think
* clamp it
* swap min and max if max is smaller
* change it again
* make it symmetrical
Errors are things that come from actual problems, like incorrect parametrizations.
Warnings are things that hint at potential problems, but could also occur during regular runtime, like for example server lag.
progress towards #911
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
* Added ability to load .obj files
* remove .mtl file
* Replaced z up with y up in obj because apparently it is better
* Make cubyz support blockbench models correctly
* Not working changes
* Segfault
* Fixed bugs because i felt like it
* Catch up
* stuff
* Stuff
* Catch up
* Remove unneccessary code
* Changes to hopefully fix things
* Remove debug log
* Remove exportModel function
* Updated new blocks
* Fixed some std.log.err calls
* aaa
* I AM SO HAPPY YEEEEESSSSSSSSSSSSSSSSSSSSSSSSS
* im silly
* remove commented line
* Remove useless code
* remove thing
* remove backgrounds
* export function just in case i make an oopsie
* add 1 to indices
* final exportModel fix before i remove
* remove export model
* i forgor to do the uv stuff
* hopefully final exportModel change
* yoo
* final changes
* fixed memory leak
Syntactically this seems to be a pretty neutral change, some expression get longer, other get shorter.
But I guess it increases type safety and I could also replace some of the more magic operations, like `neighbor ^ 1` with a named function.
fixes#602
Slightly slower, but halfs GPU memory usage and allows storing 3× more faces on the GPU.
Also makes meshing a bit slower, but transparency sorting should be a lot faster, since it's shuffling around less memory.
* Added collisions and first person controller
* Made collision detection not have 12 if statements
* Added some more stuff
* Delete assets/backgrounds/client_539.png
* Fix issues with fences
* Made stepping work
* Added momentum and tweaked speed and friction values so you have less control in the air
* Remove debug print
* Avoid expensive copy of the model struct.
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Co-authored-by: IntegratedQuantum <jahe788@gmail.com>
* better shortcuts: no more arthritis simulator
* remove auto-format
* better shortcuts + back to menue option (without world exit tho)
* WIP exiting the world
* Requested changes
* no crash and better exit message.
* Localizers have fun translating this!
This is not really optimal, as this doesn't ensure that all textures of a block have the same fog, but this is an important step towards not storing the block id on the GPU and additionally this allows changing the fog of a block in future resource packs.
To let the rest of the code know about this decision I implemented a wrapper over the Allocator interface which cannot fail.
This is just the first step in the upcoming refactoring attempt.
When I started to use zig, I mostly used `var`. But over time I adapted to using `const` where possible which is more readable and the compiler is currently optimizing it better.