UnknownShadow200
e02faa36e5
Add exp fog (thanks goodlyay)
2017-02-06 11:56:22 +11:00
UnknownShadow200
3a55073739
Use better alpha state management for better performance.
2017-02-05 08:25:20 +11:00
UnknownShadow200
6570992f51
fix last commit
2017-02-01 17:40:52 +11:00
UnknownShadow200
d947ac6988
Slightly less hardcoding
2017-02-01 17:36:09 +11:00
UnknownShadow200
e7aa519846
more concise interpolation, fix last commit
2017-01-25 22:30:56 +11:00
UnknownShadow200
55093847db
initial entity rotation. breaks multiplayer.
2017-01-25 21:16:11 +11:00
UnknownShadow200
3e6cb50ba4
fix held block and last commit
2017-01-20 16:34:57 +11:00
UnknownShadow200
98d435b110
fix licensing
2017-01-20 09:12:04 +11:00
UnknownShadow200
e33d39685c
Style: Make more code available to external plugins.
2016-12-03 19:26:38 +11:00
UnknownShadow200
dddc9954b7
Client: start work on loading external plugins
2016-12-03 17:44:45 +11:00
UnknownShadow200
4d1ef1a65b
more work on lighting abstraction
2016-11-29 21:25:39 +11:00
UnknownShadow200
1aef52fab2
Use standard indentation for everything.
2016-11-27 14:47:09 +11:00
UnknownShadow200
2fa379746a
Style: Finish simplifying BlockInfo
2016-10-29 13:49:33 +11:00
UnknownShadow200
00f28e2039
Style: Start simplifying BlockInfo
2016-10-29 13:15:00 +11:00
UnknownShadow200
6abc7d1660
Client: Fix issue with backface of water not being drawn when below water horizon outside the map, closes #268 .
2016-10-19 17:06:50 +11:00
UnknownShadow200
d24a929267
Core: Allow building up to 16 chunks per frame.
2016-10-17 16:42:38 +11:00
UnknownShadow200
6912b7a75c
Merge branch 'master' of github.com:UnknownShadow200/ClassicalSharp
2016-10-17 09:48:32 +11:00
UnknownShadow200
dcf4f4c364
Style: Use ContextLost() in more places
2016-10-17 09:32:06 +11:00
UnknownShadow200
8d994e7c08
Core: Chunks should unload/load based on user's view distance, not map fog.
2016-10-16 14:09:15 +11:00
UnknownShadow200
7f92161077
Gfx: IGraphicsApi is no longer responsible for managing dynamic vertex buffers. Simplify dynamic vertex buffer code.
2016-10-12 19:28:00 +11:00
UnknownShadow200
2452cc93a7
Style: Use gfx consistently everywhere, instead of mixing api and graphics.
2016-10-12 12:25:12 +11:00
UnknownShadow200
f9c0f75208
Client: Move searcher for block collisions into separate class.
2016-10-10 14:42:05 +11:00
UnknownShadow200
273b3b32e2
Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb
2016-10-10 09:13:32 +11:00
UnknownShadow200
6aefaec83e
Gfx: Unload far away chunks that we can't see to reduce video memory usage on low fog distances.
2016-10-03 21:55:56 +11:00
UnknownShadow200
ac13fa78ca
Gfx: Use Default instead of Managed pool on Direct3D 9 backendfor vertex buffers, typically halfs memory usage.
...
Managed pool places data in both video and system memory. By only using the default pool, we only store data in video memory (at the cost of needing to recreate vertex buffers whenever the context is lost). This also means the client will crash whenever it runs out of video memory.. but really if that happens, you are likely stuffed anyway. I think the tradeoff is worth it. I'll also unload far away chunks to reduce video memory usage.
2016-10-03 21:23:18 +11:00
UnknownShadow200
64cb13d0a6
Gfx: DeleteVb should reset the id too.
2016-10-01 17:45:17 +10:00
UnknownShadow200
ac65ac2ee9
Client: Roughly approximate block density fog in fast mode.
2016-09-15 17:00:51 +10:00
UnknownShadow200
2ca63e97d1
Client: Use better fog colour when in fast render mode.
2016-09-15 16:40:09 +10:00
UnknownShadow200
67f98eb825
Client: Don't show water/lava on vertical bit of borders (thanks tornato). Also offset horizon blocks properly.
2016-09-15 15:11:27 +10:00
UnknownShadow200
f399c838f2
Client: Keep track of edge level in mesh builder.
2016-09-15 10:56:32 +10:00
UnknownShadow200
d837e52724
Better indentation
2016-08-30 12:49:24 +10:00
UnknownShadow200
777d3a829b
Do backface determination and distance calculation for chunks in a single pass.
2016-08-23 14:43:48 +10:00
UnknownShadow200
202b6a99aa
Microoptimise block redraw methods, makes things slightly faster when changing millions of blocks.
2016-08-17 14:08:43 +10:00
UnknownShadow200
466bd531cd
Avoid unnecessary memory allocation in BlockDefinitionChanged.
2016-08-16 14:26:44 +10:00
UnknownShadow200
ff4b1eb723
Avoid foreach wherever possible.
2016-08-15 12:57:25 +10:00
UnknownShadow200
38be2f192e
Make ticking tasks code more extensible.
2016-08-06 15:06:20 +10:00
UnknownShadow200
ae5f379438
Fix client crash when using normalfast mode and on Intel OpenGL build.
2016-08-06 09:15:54 +10:00
UnknownShadow200
c283494e4b
Fix changing shadow colour not rebuilding map bedrock sides (which uses shadow colour), thanks goodlyay.
2016-07-31 21:13:29 +10:00
UnknownShadow200
cbfcc01bbf
Optimise weather rendering, part 1.
2016-07-18 18:21:37 +10:00
UnknownShadow200
7be81bea37
Fix most of remaining compilation errors on android project type.
2016-07-14 11:29:54 +10:00
UnknownShadow200
a9b3c0876e
Fix last commit.
2016-07-12 20:15:19 +10:00
UnknownShadow200
8c292d92e3
Use packed ints instead of 4 byte fields in vertex structs.
2016-07-10 11:23:20 +10:00
UnknownShadow200
4281dead19
Allow switching between normal / smooth lighting mesh building at runtime.
2016-07-09 16:10:32 +10:00
UnknownShadow200
f39f83cd22
Start work on modularising mesh builder class, so we can support both normal and smooth lighting backends.
2016-07-09 15:30:39 +10:00
UnknownShadow200
9b45596107
Release 0.99.2 again. (Fix last commit, I am too tired)
2016-07-09 00:18:50 +10:00
UnknownShadow200
d26f2a39b5
Release 0.99.2. Dig animation still isn't quite right, annoyingly.
2016-07-08 23:53:51 +10:00
UnknownShadow200
b93b9c6070
Get dig animation mostly right. (Much much thanks to goodlyay and his gifs)
2016-07-08 23:30:08 +10:00
UnknownShadow200
f227bbfbbf
Modularise animation part of held block into a separate file.
2016-07-08 22:06:35 +10:00
UnknownShadow200
2a233d9b11
Fix z-fighting and picking issues with water/lava.
2016-07-08 14:47:00 +10:00
UnknownShadow200
118f134b8f
Implement top-face water culling like classic.
2016-07-07 17:42:26 +10:00