* Add the vulkan headers from the new Cubyz-libs version
* Add a GraphicsPipeline abstraction that's based on Vulkan's pipeline parameters.
This will help get rid of all the glEnable implicit state, and it will make #102 easier.
* I'm leaving out the viewport for now, it seems that it would make migration difficult
* Small fixes and rename graphics.GraphicsPipeline to just graphics.Pipeline
* Pipelinify the UI shaders
* Fix formatting
* Pipelines everywhere
* Fix the crosshair and remove remaining glEnable and related calls
* fix format
* How many more things does it need to clear the thing correctly?
* Fix selection
* Fix bloom
* 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
* Add up down message history
* Deduplicate messages when inserting into history
* Add dedicated function for inserting strings into TextInput
* Fix formatting issues
* Change history behavior
* Rename inputString to setString
* Move clearing to setString
* Apply suggestions from code review
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
* Remove unused cursor capture
* Use FixedSizeCircularBuffer for history
* Restore large queue size
* Allow navigation to empty entry
* self.len must never be bigger than capacity
* Move optional callbacks into struct
* Use enum for moveCursorVertically return value
* WA attempt #1
* Fix edge case from review
* Update src/gui/windows/chat.zig
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
* Remove isEmpty and isFull
* Allow for empty history entry
* Change empty message handling some more
* Remove unused methods
* Go to hell with all of those edge cases <3
* WA for 4b
* Remove CircularBufferQueue methods
* Fix queue thing
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
* Revert "Remove SBBGen"
This reverts commit b49048412f21c57d5638144da7f039753a94cafc.
* Revert "Remove example SBB"
This reverts commit afc5d6fed0ba92b558ccda91893fdb3fc63f69ec.
* Revert "Remove blueprint code"
This reverts commit 2553950adbdcef9c1c68afe4109f9247b74abb92.
* Fix compilation errors
* Fix compilation errors #2
* Fix test errors
* Fix rotateZ
* Resolve structure reference while instantiating SBBGen
* Fix formatting issues
* Add new trees to forest
* Add new trees to grassland
* Decrease forest density so you can find new trees
* Add degradable paste mode
* Remove substitutions
* Apply review suggestions
* Use lookup table for alignment
* Apply suggestions from code review
* Update src/server/terrain/simple_structures/_list.zig
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
* Fix inital SBB offset
* Never place air in placeInGeneration
* Integrate void block with paste
* Revert "Move hashInt and hashCombine to utils"
This reverts commit 9bb276f69f60ad60f1170d07ec30ebd02307a36a.
* Make PasteMode comptime
* Fix remaining issues with void block integration
* Fix formatting
* Apply review change requests
* Remove origin and child blocks while resolving sbbs
* Apply review change requests
* I hate indexing
* Fix example tree models
* Use single index for chunk and blueprint in pasteInGeneration
* Fix formatting
* Extract blueprintOffset
* Fix formatting
* Apply suggestions from code review
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
* Apply Quantums suggestion for Y and Z
* No cast
* Use pos instead of chunkOffset
* Remove test tree
* Apply suggestions from code review
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
* Batch block updates
* Apply review change requests
* Allow blockUpdate to carry multiple block updates in single message
* Read until there is nothing left
* Use mesh_storage.BlockUpdate
* Break instead of boolean
* Restore client side neighbor updates
* Move side check in blockUpdate out of the loop
* Update src/utils.zig
* Fix minor issues
* Reverse ownership logic + change contains into liesInChunk
* Update liesInChunk
* No name for upadeBlock param
* Apply review change requests
* Fix formatting
* Restore onBreakClient where it should be
* Update src/renderer/chunk_meshing.zig
* Update src/renderer/chunk_meshing.zig
* Converge formatting with master
* fix formatting (https://github.com/ziglang/zig-spec/issues/38 is so stupid)
---------
Co-authored-by: IntegratedQuantum <jahe788@gmail.com>
* Add chest block placeholder
* Update location of chest.zig.zon
* added chests
* fix some stuff
* dont create all inventories on the client
* make it better
* remove comment
* fix formatting
* fix more formatting issues
* use chests instead of iron block
* fix formatting
* make blocks with inventories that are broken drop the items
* fix compiler error
* fix formatting
* fix formatting
* Trigger GitHub Actions
* add inventory saving to bin
* fix formatting
* fix formatting again
* fix formatting again again
* small change
* current changes
* thing
* Chest patch w/o quantums suggestions
* small test pls no merge
* it works with a couple segfaults that may or may not be in the base game
* final thing i think
* block inventories
* haha
* another thing
* fix formatting
* fix formatting again
* remove saving for now
* remove a comment
* remove more comments
* dont store inventory on the client
* something
* hardcode stuff for the future
* remove getwindow
* fix formatting
* fixes
---------
Co-authored-by: Krzysztof Wiśniewski <argmaster.world@gmail.com>
* really bad and inefficient star code i think
* add stars that dont work during the day but look cool
* remove galaxy shape and replace it with a simple sphere
* add broken background
* make stars affected by fog
* make the stars additive
* remove commented code in shaders
* remove unused variables in the shader
* make the stars spin
* make stars not have bloom
* fix formatting
* temp changes
* fix formatting (still temp changes)
* switch to cubyz random numbers
* multiply star matrix in cpu instead of gpu
* changed star to be twice as big, not affect by resolution as much, and also be loaded from a texture
* remove trailing whitespaces
* remove unused constants
* simplify the code by removing a log and power
* optimizing the stars
* remove debug code
* make stars triangles instead of points
* simplify the math more
* give star ssbo unique id
* fix formatting issues
* make array multiline
* fix formatting
* remove files i accidentally added
* remove random obj file
* fix some issues
* use square distance
* fix formatting
* small change
* fix some stuff
* fix other things
* comp error
* more stuff
* fix some stuff with the stars
* test
* fix formatting
* fix more formatting
* test 2
* fixes
* changes
* changes
* fix formatting
* fixes
* remove patch
* 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
All tags now share the same index space, I don't see a reason why we should have separate spaces for these.
I also made diamond powerful if encased in gold/silver