- [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>
- [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
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Co-authored-by: Carrie <122191047+careeoki@users.noreply.github.com>
Co-authored-by: OneAvargeCoder193 <85588535+OneAvargeCoder193@users.noreply.github.com>
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.
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)
* Change how to specify tool parameters
* Some mild reparammarametetrizatation and pickaxes now only have one relevant tip.
* Ignore properties that couldn't be found instead of assigning some default
* Remove grip and strength from materials
* Ensure that all woods can break all stones, but not copper, and ensure that all stones tipped woods can break copper.
Also increased weight damage slightly
* Reparammamaramamararara
* Update shover and axe (mostly copied from the pickaxe with less damage)
* Remove the unused FunctionType struct.
* Remove named slots from axe
* Add big mushroom blocks, tweak mushrooms to match
* Add mushroom branches, make glimmergill cap emissive, add recipes, material vals
* Tweak blockHealth
* add pipes, which are like branches but you can have different textures on each mode
* fix formatting
* remove testing block
* fix more formatting issues
* fix more formatting issues
* simplify fromRelPos
* fix fromRelPos and give pipe same properties as branch
* fix flashing dots caused by floating point inaccuracies
* remove debug object
* fix formatting issues
* fix a couple things
* remove debug textures
* fix formatting and also make dir an enum
* fix more formatting issues
* remove branches
* rename pipe to branch
* remove floating point fix
* remove branch model
* Add back branches and add temporary textures
* add back the branches
* fix some stuff
* small changes
* fix compiler error
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Co-authored-by: Carrie <carriecapp9@gmail.com>
* Format all the zon assets to prepare for running the the format check with our zig fmt
* Update ci.yml
* Remove zon files from the old formatter
* Add a formatting violation to test the CI
* Undo the check