Commit graph

340 commits

Author SHA1 Message Date
UnknownShadow200
4d3331ae47 Prefer 24 bit depth buffer by default, only use the maximum used atlas in MapRenderer. 2015-10-04 15:24:20 +11:00
UnknownShadow200
728785ed6c Fix non 32bpp terrain atlases crashing the client, remove some leftover debug stuff. 2015-10-03 06:57:20 +10:00
UnknownShadow200
69e23c88e1 Separate various aspects of 'Game' class into own separate classes. 2015-10-02 16:03:55 +10:00
UnknownShadow200
1740631f17 Simplify linux backend, use core vbo functions if running >= 1.5 opengl. 2015-10-01 18:10:22 +10:00
UnknownShadow200
0979c0597e Fix translucent blocks, fix clipboard crashing the client. 2015-09-30 13:49:37 +10:00
UnknownShadow200
9e9a739932 Fix Direct3D9 build clipping when standing next to a block, blocks should not be placed over players. (Thanks Empy) 2015-09-30 09:10:55 +10:00
UnknownShadow200
976db7a487 Some cleanup, simplify readme. 2015-09-30 08:33:35 +10:00
UnknownShadow200
6c69baeb38 More physics (still to go: saplings) 2015-09-25 20:21:05 +10:00
UnknownShadow200
571580a2f4 Release 0.95. 2015-09-24 19:48:06 +10:00
UnknownShadow200
fe1d808025 Fix crashing when pressing button in OptionsScreen, save and load default view distance, other minor gui touchups. 2015-09-24 19:39:51 +10:00
UnknownShadow200
82d4f8b93a Fix issue with water level being below 0, leaves should not be skipped if they are not next to each other. (Fixes #47) 2015-09-23 14:03:43 +10:00
UnknownShadow200
dde58e8b1d Reorganise BlockInfo, more work on BlockDefinitions. 2015-09-22 16:48:04 +10:00
UnknownShadow200
60b87b7a6f Client should draw blocks at map boundaries. 2015-09-19 20:35:04 +10:00
UnknownShadow200
afb81d4088 More work on loading .dat, remove unused functions from SharpDX.Direct3d, fix #75. 2015-09-17 18:16:34 +10:00
UnknownShadow200
58e5816acf Much more work on patching. Now we just depend on extract resources from classic's jar and terrain-patch.png. Snow is still broken. 2015-09-13 08:12:47 +10:00
UnknownShadow200
41073fc4b9 Initial work on animations, half size of block picking and change its colour to black. 2015-09-12 13:43:33 +10:00
UnknownShadow200
d705593c36 Add highly experimental, partial support for BlockDefinitions to address #42. 2015-09-08 06:28:30 +10:00
UnknownShadow200
5fb2f45189 Fix chunks not being refreshed properly when sunlight/shadowlight changes. Fix client raising EnvVariableChanged events even if new is equal to old, fixes #54. 2015-09-07 06:29:11 +10:00
UnknownShadow200
6df70aa383 Don't use face culling for translucent liquids, fixes #55. 2015-09-06 17:33:00 +10:00
UnknownShadow200
03b21b62a7 Do not use our own special packed atlas, use the standard atlas in preparation for #42. 2015-09-06 08:13:21 +10:00
UnknownShadow200
d95272f4a7 Read saved environment metadata from maps in singleplayer mode. 2015-09-05 20:24:54 +10:00
UnknownShadow200
81906c75ed Mention in readme that you don't really need to turn off VSync anymore for faster chunk mesh building. 2015-09-05 09:39:46 +10:00
UnknownShadow200
b6289b6b79 Increase number of chunks built per frame if we can. 2015-09-05 09:35:27 +10:00
UnknownShadow200
4371246f96 Add support for drawing indexed dynamic VBs - use less memory in WeatherRenderer and can draw more particles in ParticleManager. 2015-09-03 06:32:28 +10:00
UnknownShadow200
7826f84b55 Consistency of Game/Window - now just use game. Start work on adding crosshairs. 2015-09-01 18:03:36 +10:00
UnknownShadow200
d053a3bf90 Fix Direct3D9Api not building, print graphics info in more concise way and print adapter description for Direct3D 9. Fixes chunk visibility not being recalculated after terrain atlas size changes, closes #34. 2015-08-30 06:48:53 +10:00
UnknownShadow200
dab0e31bfc More code XML comments. 2015-08-29 11:54:55 +10:00
UnknownShadow200
2ffa078e75 Experimental heightmap optimisation. Runs a lot quicker. (750ms to 600ms for 256 sized map, 24s to 12s for 512 sized map. 2015-08-25 06:39:54 +10:00
UnknownShadow200
bea5c34691 Try to minimise api overhead with MapRenderer. 2015-08-23 09:13:28 +10:00
UnknownShadow200
a67d44a25c Finally get the solution to properly compile with MonoDevelop. 2015-08-22 08:04:01 +10:00
UnknownShadow200
9d9ca55a7c Make everything in OpenTK have consistent whitespace, simplified detecting unix kernel, combined INativeWindow and IInputDriver. 2015-08-22 06:50:23 +10:00
UnknownShadow200
4e34637a05 Minor code cleanup. 2015-08-15 13:51:22 +10:00
UnknownShadow200
96b508a2ce Optimise even further, fix bug with sky drawing with OpenGL api. 2015-08-04 11:35:57 +10:00
UnknownShadow200
0fe78fdf3b Use indexed drawing and stackalloc in StandardEnvRenderer. 2015-08-04 08:33:00 +10:00
UnknownShadow200
1590664f68 Make IGraphicsApi even more consistent. 2015-08-04 07:17:20 +10:00
UnknownShadow200
749a1b0436 Simplify API further. 2015-08-04 07:03:20 +10:00
UnknownShadow200
efc7b0bfe6 Use stackalloc to avoid allocating index buffer on LOH, remove Is<X> methods in IGraphicsApi and make IGraphicsApi more consistent. 2015-08-04 06:32:12 +10:00
UnknownShadow200
dd2eb1105a Use single index buffer for all chunks. Very minor increase in performance, but does slightly reduce memory usage. 2015-08-03 19:17:53 +10:00
UnknownShadow200
618ded14e0 Add experimental optimisation of grouping vertices by faces, then skipping all vertices of a face if that face is always back facing. Improves FPS by 50 - 100 in some cases. On slower card, imrpvoed FPS by 5-30. 2015-08-03 17:25:42 +10:00
UnknownShadow200
4cc1e27157 Cleanup the solution - move the client's files and folders into their own folder. 2015-07-25 06:45:14 +10:00