- [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
## Description
This pull request adds a tool palette to allow using stable indexes for
binary storage.
## Links
Related to: #1290
Related to: #1478
Related to: #1473
## Description
This pull request moves all of the `common*` variables into `Assets`
struct.
As a bonus change `Managed` was special cased in
`refAllDeclsRecursiveExceptCImports` to avoid infinite recursion for
`*HashMap*` aliases.
## Links
Resolves: #1205Resolves: #1204
Related to: #1181
## Description
This pull request adds `/replace` command. The main difference from
`/set` with `/mask global` is that mask specified for `/replace` is
inlined, local and positive, i.e. only blocks matching the mask
specified as part of `/replace` command will be affected. `/replace`
ignores global masks.
```
/replace <old> <new>
```
`<old>` - expression following mask syntax (#1284), blocks which match
will be affected
`<new>` - expression following pattern syntax (#1237) used to fill
blocks matched by `<old>`
## Examples
`/replace cubyz:air cubyz:void`
`/replace $leaf|cubyz:air cubyz:stone,cubyz:grass`
## Links
Related to: #1214
Depends on: #1337
Depends on: #1284
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
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.
This pull request adds random tick events for blocks. Tick events can be
added by using the `tickEvent` trait and contain the `name` of the
callback function and the probability ( `chance`).
Resolves: https://github.com/PixelGuys/Cubyz/issues/77
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@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.
This is done by replacing all illegal file name characters with `-`. Unicode is still preserved because it doesn't seem to be a problem for modern file systems.
The idea of file name encoding/decoding is discarded, instead the name is just stored in the zon
fixes#606
* 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)
* 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