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