* Added biome colour and grass side tint options
* Moved GrassColor and FoliageColor to client/renderer/
* * Fix some build issues.
* * Add the new files to the CMakeLists.txt
---------
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
* WIP Android Port
Android port. Still needs touch controls and mouse turning (if that's even possible on android) and file saving and SoundSystemSL
You control the camera and movement with your controller for now. You can navigate the gui using touch.
Options.cpp,LocalPlayer.cpp,Minecraft.cpp is configured to use controller.
Blocked out some code in ControllerTurnInput.cpp,Controller.cpp that didn't make sense.
* Fix glClear
glClear is supossed to use GL_DEPTH_BUFFER_BIT (thx TheBrokenRail)
* * Fix build.
* * Ignore assets.
* * More stuff
* * Fix more build errors.
* * It finally built
What I needed to do is rebuild the debug keystore because apparently android studio created it with sha1 digest alg which isn't supported by ant
* * Clean up filters.
* * Add cramped mode to the pause screen.
* * Fix a bug with the hotbar
* * In NinecraftApp::handleBack, pause the game if there is no screen.
* * AppPlatform_android: Add placeholder SoundSystem instance till we get SoundSystemSL working
* * Add properly working touch code.
* * Oh, remove some testing things
* * Fix state resetting when going in background and back in foreground
* Fix bug where the sky isn't being regenerated on graphics reset
* Fix bug where the m_currBoundTex isn't reset in Textures::clear potentially leaving a texture with that ID unassigned and corrupted
* Fix bug in CThread where the thread is detached and then also joined.
* Don't log anything if the program isn't in debug mode.
* * Add virtual keyboard support.
The screen instance slides so that the focused text box is kept visible.
* Rename from com.minecraftcpp to com.reminecraftpe
---------
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
* * Add BuildActionIntention crap
* * Set Client and World projects to use MP compilation
* asd
* * Use the new BuildActionIntention to break and place blocks.
* * Reverse engineer the IArea system.
* * Copy break logic from survival into creative conditionally
* * Reverse IBuildInput and MouseHandler
* Replace the new relative paths in the client project with $(MC_ROOT) again
* * Reverse Multitouch, MouseDevice
* * Reverse a bunch of auxiliary classes for input.
* * Use CustomInputHolder instead of holding inputs manually.
* * Reverse a whole BUNCH of things!
* * Add feedback textures to the gitignore.
* * D-pad now renders! Also loads of other work.
* * More Stuff
* * Finish touch control bug fixing.
* * Finalize work.
* * One last thing..
* * Add a "cramped" mode to the options screen and start menu.
* * Oh, forgot to do something
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...
* Bugfixes & Fixed for macOS
* Options::savePropertiesToFile Logging Bugfix
* Silence Winsock Deprecation Warnings in RakNet
* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2
* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes
* RakNet Target for XCode
* XCode Project Config Fixes
* Packet logging
* Network VS Project Filter Fix
* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.
* Additional RakNet Error Handling
* Disable packet logging
* * Fix CMakeLists.txt
This reflects the relocation of ClientSideNetworkHandler.cpp.
* * Also add renderer/GL/GL.cpp to the CMakeLists.txt
* * Replace libpng with stb_image
* * Fix buggy water behavior.
* * Put the CMakeLists of the SDL project in debug mode
* Visual Studio 2010 Support
* * Change the SdlIoCallbacks from an array to a single member.
This fixes compilation of the sdl2 target on VS.
* * Fix missing _error label.
* Revert "* Fix missing _error label."
This reverts commit 99a057fc84.
* Revert "* Replace libpng with stb_image"
* info_updateGame Tiles
---------
Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
* Mac OS X 10.6 & More C++03 Support
* Fix SDL2 options.txt loading for C++03
---------
Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
* macOS Support & Cleanup
* Fix malformed comments in build-wasm.bat
* Emscripten Fixes
* * Add shebang to the grabsounds.py script
Since it was changed from rw- to rwx, I'll add the shebang so that it actually runs properly.
* * Re-add the patch_data and readme files.
* * Remove sound data.
* Fix some more things.
* Think it's ready to pull now...
---------
Co-authored-by: BrentDaMage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
* Add individual ignore rules for each asset that was in the original MCPE (there aren't many)
* Make the working directory of the game (when run from VS) `game/`.
* Don't gitignore the *.user part of the VCXProj as that contains our working dir setting for some reason.
* WIP C++03 + Xbox 360 Support
* math.h & _USE_MATH_DEFINES on Level.hpp
Updated Xenon vcxproj file for new file structure.
* * Fix bad GUI scale setup.
* * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear.
* Add Direct Connect Button and Screen (#30)
* Add Direct Connect Button and Screen
* Remove accidental extra build directories for wasm
* Add DirectConnectScreen.cpp to the CMake
* Use Hungarian coding style notation
* * Fix errors caused by #30
* * Improve the Chat Screen
* * Improve the DirectConnectScreen, among other things.
* * Update the game title once again.
* * Add build-wasm.bat.
* * Add info about compiling for wasm
* * Fix send to specific GUID actually broadcasting to everyone
* * Add command manager.
* * Add writeable configuration.
* * Allow dynamic screen size change on windows
* * Allow the same thing on the emscripten version.
* WIP C++03 + Xbox 360 Support
* Fixed a possible merging issue that broke RakNet?
* Additional Xbox 360 compatability fixes
---------
Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
* Fixed rendering bugs & crashes
* Fixed shading of cubes (includes Steve & Camera head)
* Fixed crash from rendering of Air item in hand
* Fixed crash from right-clicking with Air item in-hand
* TripodCameraRenderer no longer uses Cube::renderHorrible
---------
Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
* Add Direct Connect Button and Screen
* Remove accidental extra build directories for wasm
* Add DirectConnectScreen.cpp to the CMake
* Use Hungarian coding style notation