Commit graph

6696 commits

Author SHA1 Message Date
UnknownShadow200
1c5f90285b PS2: 3D renders something now 2023-11-22 20:56:11 +11:00
UnknownShadow200
2f58a44e31 PS2: Clearing screen to a colour each frame sorta works 2023-11-22 19:22:26 +11:00
UnknownShadow200
9e4fc869ad Make generation screen somewhat usable with controller input 2023-11-21 18:51:45 +11:00
UnknownShadow200
cb4cfb59cb
Merge pull request #1099 from ddinan/master
Allow modifying selected block outline appearance
2023-11-21 18:00:00 +11:00
Derek
911df3d1ca Allow modifying selected block outline appearance
I've added three new options which can be added into options.txt:

`selected-block-outline-color`
`selected-block-outline-opacity`
`selected-block-outline-scale`
2023-11-21 16:19:34 +10:00
UnknownShadow200
c82364f886 Support dividing the notchy map generator into separate steps, so that they can be interwoven with periodically switching back to the game thread on systems that don't support preemptive multitasking
Basically, this means that on systems that don't support preemptive multithreading (currently just enabled for the webclient, but will be enabled for some console systems too), rather than the game being completely unresponsive until map generation completes, the map generator will periodically (around every 100 milliseconds or so) switch back to the main thread for a frame so that the game still appears to have not completely locked up
2023-11-21 09:08:23 +11:00
UnknownShadow200
27d195ef39 Add a few more reference comments to Vorbis decoder 2023-11-20 19:59:02 +11:00
UnknownShadow200
39b09a9202 Simplify altering default builtin colours, and loading options representing colours
Also improve String_Append to deliberately crash the game when attempting to append to an uninitialised string in MSVC debug builds
2023-11-20 19:30:36 +11:00
UnknownShadow200
7bbfd61f63 Make Xbox 360 port compile at least 2023-11-19 16:15:34 +11:00
UnknownShadow200
3adc437dbe Make map generation a bit more flexible 2023-11-19 08:57:16 +11:00
UnknownShadow200
b437554fa7 PS2: Launcher drawing somewhat works 2023-11-18 10:56:31 +11:00
UnknownShadow200
07d2438d5a Majorly unfinished PS2 port 2023-11-17 21:36:21 +11:00
UnknownShadow200
87d4d84107 Nintendo 64 port somewhat works 2023-11-17 08:52:58 +11:00
UnknownShadow200
029b6d80de Add a broken software renderer backend 2023-11-16 20:56:57 +11:00
UnknownShadow200
df9eb0c4bf Try to fix crashes when running with CEF plugin since 066bb0f67e 2023-11-13 19:11:52 +11:00
UnknownShadow200
071b14f02d Consoles: Switch to per entity model vertex buffers 2023-11-12 11:21:40 +11:00
UnknownShadow200
066bb0f67e Disable custom models on consoles 2023-11-12 10:50:29 +11:00
UnknownShadow200
f0f01b7d6d Start moving towards supporting per-entity model vertex buffers 2023-11-11 09:19:47 +11:00
UnknownShadow200
f9525efaf5
Merge pull request #1094 from UnknownShadow200/GfxRewrite2
Slightly optimise human model rendering
2023-11-10 18:20:44 +11:00
UnknownShadow200
05490de16b Slightly optimise human model rendering 2023-11-10 07:15:59 +11:00
UnknownShadow200
d04c19ea4b Start moving entity model rendering away from Gfx_SetDynamicVBData 2023-11-08 20:43:14 +11:00
UnknownShadow200
80405ddfbe Nintendo 64: Texturing kinda works 2023-11-07 09:24:30 +11:00
UnknownShadow200
f63018b05a Defer allocation of more dynamic VBs 2023-11-05 09:53:32 +11:00
UnknownShadow200
46a1e4daf8 Dreamcast: Fix multiplayer stuck at ~1 FPS 2023-11-04 10:03:19 +11:00
UnknownShadow200
a645f407bc Fix console builds and integrate N64 backend files into the main .sln file 2023-11-03 22:14:27 +11:00
UnknownShadow200
8a20397b6e
Merge pull request #1090 from UnknownShadow200/GfxRewrite
Graphics rendering backend related changes
2023-11-03 21:47:54 +11:00
UnknownShadow200
776906ebce Move entity name rendering into more general EntityRenderers module 2023-11-03 18:34:05 +11:00
UnknownShadow200
a81d9d7ee9 Try to handle out of VRAM when allocating vertex buffers across all graphics backends 2023-11-03 08:50:41 +11:00
UnknownShadow200
3fa4ef6d44 Unify texture creation checking, and defer dynamic vertex buffer allocation for rain/snow until actually needed 2023-11-03 08:06:16 +11:00
UnknownShadow200
abe92bfe8f 3D kinda works 2023-10-29 09:23:14 +11:00
UnknownShadow200
70410bfff3 Non working nintendo 64 test port 2023-10-28 22:07:22 +11:00
UnknownShadow200
4bb4f89781 Move weather rendering to LockDynamicVB/UnlockDynamicVB too 2023-10-27 18:25:51 +11:00
UnknownShadow200
a4fb5098ef Eliminate usage of Gfx_UpdateDynamicVb_IndexedTris 2023-10-26 21:58:13 +11:00
UnknownShadow200
c0831a8f04 Only try to clear solid white/black pixels in 'hat' area of skin for humanoid models - don't do this for skinnedcube or custom models 2023-10-25 22:06:02 +11:00
UnknownShadow200
8d012e9029 Fix last commit oops 2023-10-23 20:42:46 +11:00
UnknownShadow200
0355fdf863 Use elapsed game time instead of elapsed system time for automatic periodic block place/delete when mouse is held down 2023-10-23 20:38:36 +11:00
UnknownShadow200
9e561e645f Consoles: Slightly offset FPS/position text on consoles that output to TV displays to avoid them being partially clipped due to overscan 2023-10-22 20:18:35 +11:00
UnknownShadow200
9e978a2f31 Dreamcast: Add keyboard support 2023-10-22 11:57:02 +11:00
UnknownShadow200
edab3d2ec0 Dreamcast: Fix not compiling 2023-10-21 15:02:59 +11:00
UnknownShadow200
1cc9746511 Dreamcast: Fix can't go in-game anymore 2023-10-21 14:07:41 +11:00
UnknownShadow200
dd45c90b4c Fix custom blocks with no fog in .cw files mistakenly still being loaded with fog density
The easiest way to reproduce this was to use noclip to move inside a solid custom block, and then notice the horizon has become black fog

To solve this problem for both current and past client versions:
- when the read FogDensity value is 0, the in-memory fog density value is set to 0
- when writing FogDensity values to disc, 0xFF instead of 0 is written to indicate 'no fog' (since older client versions convert FogDensity values of 0xFF to 0 in-memory)
2023-10-21 11:42:42 +11:00
UnknownShadow200
60e5b4efa0 WIP on splitting up static and dynamic vertex buffers 2023-10-21 09:29:23 +11:00
UnknownShadow200
b168adc7fe iOS: Update the XCode project so it compiles again 2023-10-20 19:10:37 +11:00
UnknownShadow200
816c1dac8e macOS: Try to fix camera majorly warping the first time after returning to the game from an in-game menu
Note that this was only fixed in the cocoa backend. It still happens in the carbon backend
2023-10-19 22:37:42 +11:00
UnknownShadow200
d443d3d35c Windows: Also dump stack contents near stack register on crashes 2023-10-19 20:05:15 +11:00
UnknownShadow200
532b9924d4 Finish launcher screen rewrite 2023-10-18 20:02:24 +11:00
UnknownShadow200
d60550683c Allow loading HD terrain.png as long as a single tile fits within the GPU's texture limits, instead of the entire terrain.png
For example, this means a GPU with max texture size of 1024 x 1024 can now use a 4096 x 4096 terrain.png

I don't know how well it will perform, but it probably won't be great
2023-10-17 21:40:14 +11:00
UnknownShadow200
9bbee1cb8f Show better error messages for some reasons plugins fail to load, fixes #1076 2023-10-17 08:12:38 +11:00
UnknownShadow200
09bfca5217 Launcher: Simplify button initialisation code 2023-10-14 12:49:06 +11:00
UnknownShadow200
656497b0ea Start moving entity shadow rendering to dedicated file 2023-10-12 20:11:23 +11:00