Commit graph

35 commits

Author SHA1 Message Date
UnknownShadow200
7effbe7932 Simplify FastColour and raw packed colour 2018-07-13 17:45:05 +10:00
UnknownShadow200
76d93b1718 fix animations for inf tex 2018-06-02 13:30:04 +10:00
UnknownShadow200
ca5d0899fd inf tex 2018-06-01 19:33:44 +10:00
UnknownShadow200
3e0b6dc428 fix rain particles in C client 2018-04-29 13:48:36 +10:00
UnknownShadow200
30937e92f5 little bit less hardcoding 2018-03-20 16:54:48 +11:00
UnknownShadow200
35219142cd Optimise BlockInfo.IsLiquid to be simple lookup table instead 2018-01-13 09:21:24 +11:00
UnknownShadow200
0ee7101a55 Fix rare crashing when minimised on some GPUs, fixes #489.
Also redesign matrix setting architecture to completely eliminate matrix push/pop stack usage.
2017-12-18 21:27:44 +11:00
UnknownShadow200
43d7b35231 Particle size is less hardcoded. 2017-11-16 23:56:01 +11:00
UnknownShadow200
bee175eb7c Eliminate generics usage in Particle classes 2017-10-13 12:10:03 +11:00
UnknownShadow200
ad5b6064e6 Optimise particle rendering II 2017-09-12 23:39:29 +10:00
UnknownShadow200
c37c356d54 Optimise particle rendering to be 2-3x faster 2017-09-12 22:55:26 +10:00
UnknownShadow200
c23ba90c1f Make BlockInfo class static and break all plugins in the process. 2017-08-14 09:33:21 +10:00
UnknownShadow200
005d0cebe2 For the 0-1 people who bother, make 12 bit block ids as easy as a compile time switch. 2017-02-19 22:29:07 +11:00
UnknownShadow200
cf06302e33 Fix leftover issues 2017-02-16 16:42:50 +11:00
UnknownShadow200
98d435b110 fix licensing 2017-01-20 09:12:04 +11:00
UnknownShadow200
fd6fbe5582 Fix issues with tinted full bright blocks. (Thanks setey1) 2017-01-08 11:37:04 +11:00
UnknownShadow200
9728a38a4e Fix last commit for particles 2016-12-21 14:38:27 +11:00
Goodlyay
a4cb1e80be Core: add block tinting
Uses the fog colour components of the block to tint it if the name ends
with "#".
2016-12-20 19:05:29 -08:00
UnknownShadow200
07796be1a3 Style: TerrainParticle now has block ID 2016-12-20 21:07:07 +11:00
UnknownShadow200
619ebafca1 more work on abstracting lighting 2016-12-02 15:29:23 +11:00
UnknownShadow200
2986773b51 Abstract block lighting 2016-11-29 21:01:18 +11:00
UnknownShadow200
1aef52fab2 Use standard indentation for everything. 2016-11-27 14:47:09 +11:00
Goodlyay
deb56eed86 Client: Improve block breaking particles.
Particles now only appear from within the block's bounds. They also
explode nicer.
2016-09-24 13:52:59 -07:00
UnknownShadow200
17e2ee4398 Block break particles of fullbright blocks should render at full bright. (Thanks goodlyay) 2016-08-01 23:29:29 +10:00
UnknownShadow200
8c292d92e3 Use packed ints instead of 4 byte fields in vertex structs. 2016-07-10 11:23:20 +10:00
UnknownShadow200
635aa4d348 Fix map border blocks not being at correct height, draw translucent blocks before map water when underwater for proper alpha blending. 2016-06-22 18:50:47 +10:00
UnknownShadow200
e8bd5033f3 Reduce code duplication for particles. 2016-05-11 19:37:31 +10:00
UnknownShadow200
3865bc6888 Rename vertices structs to a more concise one, also fix issue with progress bar very very rarely overflowing when the server overflows on computing the progress value, by instead computing it client-side. (Thanks 123DontMessWitMe) 2016-03-29 20:45:52 +11:00
UnknownShadow200
a78205c45a Add copyright notices to every source file. 2016-03-26 13:51:42 +11:00
UnknownShadow200
7427d399c5 Particles now use the 1D texture atlas arrays. This means we no longer need a copy of the 2D terrain atlas in vram. 2016-01-31 23:54:45 +11:00
UnknownShadow200
a682a57e31 Don't allocate an object reference to the game class for every particle, instead pass it as an argument. Also use new more organised options key, which are still backwards compatible. 2016-01-31 22:53:42 +11:00
UnknownShadow200
fa358f9ad2 Add rain particles, use particle pooling. 2015-12-17 18:35:05 +11:00
UnknownShadow200
04c47d493d Setup framework for AudioManager class. 2015-11-27 07:33:56 +11:00
UnknownShadow200
184625e82f Oops, remove duplicate folder. 2015-11-27 07:23:44 +11:00
UnknownShadow200
b1a972a905 Add SoundPatcher and refactor ResourceFetcher, in preparation for fetching sound/music resources. 2015-11-27 07:22:29 +11:00