- [x] Prototype
- [x] Remove old code
- [x] ~~Apply this form of dithering to other shaders as well (item
drop)~~ → old dither looks better for items and display model
- [x] Can we finally remove the dither seed?
- [x] Check performance impact → it's slightly (insignificantly) faster
even
Related to: #1507closes#1533
I'm pretty sure that the rest of the moving into a comptime mod
interface can be done in a future pr
---------
Co-authored-by: Krzysztof Wiśniewski <argmaster.world@gmail.com>
Fixes#357
Stuff left to do
- [x] Make them more like branches
- [x] ~Make them rotate~ Fixed automatically by making them like
branches
- [x] ~Let them be chiseled like stairs?~ This will be a future pr
- [x] Automatic migration between old and new logs
---------
Co-authored-by: Carrie <carriecapp9@gmail.com>
## Descriptions
This pull request adds inline SBBs feature which allows blueprints to be
used directly (without SBB zon file) as child in other SBB files.
Blueprint used this way must not any child blocks on it's own.
To ensure that the feature works correctly some of the now redundant SBB
zon files were removed.
Current implementation generates SBB at runtime for each of the
blueprints that has 0 child blocks and doesn't have an SBB with same ID.
In the future the implementation could be changed to create SBBs on
demand, to avoid wasting memory on blueprints which are not used or use
SBB with different name, that is not critical tho (really small gains)
and requires #1499
## Links
Resolves: #1403
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
- [x] Rotation (already merged)
- [x] basic GUI
- [x] sign models and textures
- [x] sign blocks
- [x] update the text on the client
- [x] Figure out block entity rendering
- [x] Render the text to a texture on update
- [x] Render the texture in the world in the location of the sign
- [x] Use varint instead of u32 for storing the block data lengths,
(now, while we can still change it)
- [x] Sync the text with the server and all clients
- [x] Figure out block entity storage on the server
- [x] Send the entity data of the initial chunk
- [x] Store the text on the server
- [x] Set the chunk as changed whenever a block entity data update
happens, so we actually store it
- [x] Disable or figure out optimized local chunk transmission
- [x] fix memory leak
- [x] Rethink some of the API (do we need onPlace/onBreak, when there is
unload and updateData?)
- [x] Remove the background shadow from text, it produces too much
aliasing
- [x] Figure out if the default should be black or white
- [x] Correctly center the text
- [x] Why are newlines not working?
- [x] Check if a deadlock is possible on deinit --- it would be possible
only if another thread has a reference to it, which should not be the
case when unload is called.
- [x] Set the text margin and sizes reasonably
- [x] Make sure the GUI fits with the sign width
- [x] Create an issue for configurable sign texture size and
configurable default color
fixes#367
---------
Co-authored-by: Carrie <122191047+careeoki@users.noreply.github.com>
Co-authored-by: OneAvargeCoder193 <85588535+OneAvargeCoder193@users.noreply.github.com>
## Description
This pull request merges `sbb` and `blueprint` directory trees into
single directory tree as discussed in #1403 searched twice, once to load
blueprint files, once to load sbb zon files.
## Links
Related to: #1403
Related to: #1408
Currently Copper beats iron due to its low swing time.
This makes iron more elastic, giving it the same swing time as copper.
Both a copper-head and an iron-head pickaxe now have a swing time of
0.12s
This makes iron strictly better than copper, reducing it from the best
metal in the game to a step in the progression, it's still required to
mine iron. However the plan is to give it a come-back in the end game
due to its high conductivity.
I also removed the legacy (java) blockEntity references.
fixes#1454
@Argmaster since you wrote the original code in #1224, please review and
check if the new names are fine for you.
* Move to glslang's convention for shader file suffix
* Update ci.yml
* Oops, a mistake in the shader, how could that happen?
* Does the command error on its own?
* Update ci.yml
* Revert "Oops, a mistake in the shader, how could that happen?"
This reverts commit 869c3323f3d3b5fa607b40e7847c389a12b01f33.
* Update ci.yml
they are already bad enough as it is, and having them fragile too makes them even less likely to be used (and we do want them to be used, see e.g. #1398)
* Added Blueprints and SBBs for oak and birch trees
* Whoops! Added .zig to .zon
* Format Change (agh)
* Fixes to generators
* Changed nulls and put trees in Tree folder
* Removed Treefixes
* Update leaf_1.zig.zon
* Omitted chances
* 5 years
* Changed the two oak roots I had neglected
* Remove unused `directionalLight` uniform
* Add glslang libraries
* Update to the new Cubyz-libs version
* Dehardcode OS-dependent library file name stuff
* Audio somehow crashes on close, not sure why but I assume it's probably because of the library being compiled with a new zig version.
* Remove irrelevant uniforms from Window uniform list
* Remove unused itemdrop uniform
* Implement SPIR-V compilation code, the actual output is discarded
* Improve linking shader errors by passing a file path
* Fix formatting