Closes#68
There is still some remaining functionality from the java version that's not implemented, but things like collision detection should be performed on the model directly instead of the rotation mode.
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.
* Add files via upload
Updated textures
* Add files via upload
* New & more saturated iterations
* New textures
* New and more saturated. Slightly less saturated than last commit
* New sand textures
* Tweak sand blocks, new ice texture
* New mossy cobble, tweaks to other textures
* Update block jsons to reflect texture changes
* Revert line endings
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Co-authored-by: IntegratedQuantum <jahe788@gmail.com>
Zig sometimes doesn't cache stuff correctly.
In the presence of this bug the game might be recompiled in the second compiler command.
This doubled compile times in the worst case.
This allows using the StackAllocator for more data structures and library functions.
Fixes#268Fixes#95 (at least to the point where I can't do anything about it)
This is done by reusing the lightQueue instead of allocating new ones(→less locking in the allocator) and by avoiding too frequent task priority updates(→less locking when adding new tasks).
The remaining 30% will hopefully be done by improvements to the zig GPA.
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.
* Rename run_release scripts to run_OS (#241)
* Update README with new script names (#241)
* Fix run_windows infinite loop
* Make debug_linux more verbose.
* Make windows script errors match linux
* Automatically set working directory (#252)
* Remote quotes from echo commands in run_windows
* Replace zig run with zig build run
* Replace spaces with tabs in run scripts.
* Make 'Building Cubyz' message more accurate
* Have run scripts check the machine architecture.
* Add failsafe for unrecognized architecture; erase scratch work in debug_windows
* Replace more spaces with tabs in debug_linux
* Linux run script: don't pause if debug build or NO_PAUSE
* Windows run script: do not pause in debug builds or if NO_PAUSE
* Escape a paren
* Fix x64 typo
* Delete logs about failing to build
* Use `call` to call the batch script on windows
Without `call` windows won't execute the lines after calling the batch script.
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Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>