Moritz Zwerger
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a07b62857f
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tests: physics: check correct submersion state
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2025-04-04 19:56:14 +02:00 |
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Moritz Zwerger
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a4e0d5a023
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optimize and improve sky light tracing
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2025-04-04 19:55:45 +02:00 |
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Moritz Zwerger
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34a28bf156
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network pipeline: reduce temporary allocations even more
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2025-03-31 20:06:58 +02:00 |
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Moritz Zwerger
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f9617eecdf
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play session: always log fatal exception
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2025-03-31 19:43:18 +02:00 |
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Moritz Zwerger
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1799d4908b
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network: reuse byte arrays
This reduces unneeded memory allocation, those objects are short living. It could be optimized further, because networking just runs single threaded.
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2025-03-31 19:39:48 +02:00 |
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Moritz Zwerger
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a17f75c201
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some more color tests and fixes
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2025-03-31 19:33:03 +02:00 |
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Moritz Zwerger
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83c3337f38
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jackson: fix color serializing
Not perfect, but pretty much the only way
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2025-03-31 15:23:45 +02:00 |
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Moritz Zwerger
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a21b1ea4c9
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aabb iterator: don't use IntRange, reduce more allocations
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2025-03-31 15:11:44 +02:00 |
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Moritz Zwerger
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d711e077b7
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position datatypes: fix overflow when adding from -1
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2025-03-31 15:10:36 +02:00 |
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Moritz Zwerger
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76f39bd426
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wip sky light tracing
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2025-03-31 15:10:36 +02:00 |
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Moritz Zwerger
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e753b8e447
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float list: optimize FragmentedArrayFloatList::add(HeapArrayFloatList)
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2025-03-31 15:10:35 +02:00 |
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Moritz Zwerger
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c0bf5efe7b
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fluid physics: reduce allocations
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2025-03-31 15:10:35 +02:00 |
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Moritz Zwerger
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6fd062d19d
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color tests, some fixes
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2025-03-31 13:06:33 +02:00 |
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Moritz Zwerger
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59ddd7fe5e
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inline rgb and rgba colr types
Makes the code cleaner and reduces memory allocations on the heap.
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2025-03-30 11:32:57 +02:00 |
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Moritz Zwerger
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b85c9e475f
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lightmap: reduce memory allocations
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2025-03-26 23:37:50 +01:00 |
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Moritz Zwerger
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9cb58126c7
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hud: reduce text memory allocations
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2025-03-26 23:37:19 +01:00 |
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Moritz Zwerger
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44a7601f48
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some block light fixes
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2025-03-26 16:48:29 +01:00 |
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Moritz Zwerger
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25e8fbbde8
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shaders: add lowp or mediump when possible
This allows the gpu to use less bits for the floats when it is not needed at all, thus using less resources.
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2025-03-26 16:47:18 +01:00 |
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Moritz Zwerger
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866a03728e
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entity ticking: lock or skip ticking
This avoids deadlocking
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2025-03-25 20:39:44 +01:00 |
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Moritz Zwerger
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89c8e43e65
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skeletal transform packing: don't copy every single float from mat4
Its batched now, the byte buffer can optimize this call.
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2025-03-25 20:26:09 +01:00 |
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Moritz Zwerger
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1d742f4dff
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solid mesher: fix heightmap sky light setting
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2025-03-25 20:20:51 +01:00 |
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Moritz Zwerger
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d2d45008b0
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heightmap: use section height
index is prune to errors and not very natural
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2025-03-25 20:19:22 +01:00 |
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Moritz Zwerger
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dc43b0c266
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light tracing: create neighbour section if not exists
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2025-03-25 19:44:07 +01:00 |
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Moritz Zwerger
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aeda72d4b4
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section mesher: some cleanup
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2025-03-21 21:56:33 +01:00 |
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Moritz Zwerger
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649895fe00
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light: propagate from neighbours
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2025-03-21 21:24:17 +01:00 |
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Moritz Zwerger
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3826f5d1aa
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bump dependencies
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2025-03-18 17:54:41 +01:00 |
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Moritz Zwerger
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79be571e11
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bump gradle
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2025-03-18 17:49:19 +01:00 |
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Moritz Zwerger
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4cfd312272
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check light propagation directions
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2025-03-13 23:34:59 +01:00 |
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Moritz Zwerger
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b7e4ec42cc
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border light tracing
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2025-03-13 00:01:11 +01:00 |
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Moritz Zwerger
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65799bb081
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server light receiving
This feature is disabled anyways, because it might not be correct and minosofts light engine is fast enough.
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2025-03-12 18:45:45 +01:00 |
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Moritz Zwerger
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fccc1e2782
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light update firing
Events base there again, cleaner than before. Contains some cleanup too.
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2025-03-12 18:40:40 +01:00 |
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Moritz Zwerger
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4a081056c5
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basic light tracing
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2025-03-11 20:17:45 +01:00 |
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Moritz Zwerger
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8b2640bb9a
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some more light cleanup
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2025-03-10 20:54:39 +01:00 |
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Moritz Zwerger
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939ee6f58e
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split chunk and chunk packet util
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2025-03-10 20:25:09 +01:00 |
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Moritz Zwerger
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81d6647074
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occlusion tracer: only store path by axis
Its not possible that 2 different direction on the same axis are stored at the same position. Halves the temporary memory.
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2025-03-10 15:49:22 +01:00 |
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Moritz Zwerger
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01ad5be5f8
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remove old light engine
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2025-03-10 01:01:18 +01:00 |
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Moritz Zwerger
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102887cdf7
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entity color: multiply damage tint
Otherwise entities appear bright as the sun in the dark.
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2025-03-10 00:51:22 +01:00 |
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Moritz Zwerger
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74e59142a1
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ci: hopefully fix gradle cache path
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2025-03-10 00:34:51 +01:00 |
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Moritz Zwerger
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25dc621806
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disable verify
A lot faster
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2025-03-10 00:34:33 +01:00 |
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Moritz Zwerger
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14a3257092
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some shader improvements
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2025-03-10 00:34:00 +01:00 |
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Moritz Zwerger
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fd0974055d
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on chunk create: calculate heightmap
Otherwise chunk light is broken, it always thinks the light level is above the heightmap
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2025-03-10 00:33:46 +01:00 |
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Moritz Zwerger
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9f324ba7ba
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entity: synchronize ticking
Now we can not tick multiple times at the same time (this caused lag for the camera entity)
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2025-03-09 22:53:49 +01:00 |
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Moritz Zwerger
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755bf8295d
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render loop: get delta time correctly
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2025-03-09 22:53:13 +01:00 |
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Moritz Zwerger
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6fca18a475
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optimize render loop a bit
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2025-03-09 22:45:51 +01:00 |
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Moritz Zwerger
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e37426f2a9
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memory optimize aabb occlusion culling
no allocations anymore and probably faster.
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2025-03-09 22:12:26 +01:00 |
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Moritz Zwerger
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17b5373501
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occlusion culling: don't trace if already traced from same origin direction
This fixes the too agressive culling
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2025-03-09 20:35:50 +01:00 |
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Moritz Zwerger
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165fe226d7
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occlusion culling: only trace in one direction
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2025-03-09 18:47:50 +01:00 |
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Moritz Zwerger
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611e250540
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section occlusion: only add valid regions to sides
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2025-03-09 15:38:51 +01:00 |
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Moritz Zwerger
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3d59cf4d0a
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section occlusion: calculate side regions in same step as flood filling
No need to iterate over all sides again.
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2025-03-09 15:34:30 +01:00 |
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Moritz Zwerger
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5160ad3160
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section occlusion: check if side blocks are set
Otherwise skip flood filling and tracing.
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2025-03-09 15:27:43 +01:00 |
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