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f12a3c1c61
* 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>
31 lines
902 B
C++
31 lines
902 B
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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#include <cstring>
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#include "Mth.hpp"
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#include "thirdparty/GL/GL.hpp"
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class Matrix
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{
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public:
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Matrix(); // create an empty matrix
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Matrix(float a); // create an identity matrix
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Matrix(float* p); // load matrix from memory
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Matrix(float a, float b, float c, float d, float e, float f, float g, float h, float i, float j, float k, float l, float m, float n, float o, float p);
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void fetchGL(GLenum pname);
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friend Matrix operator*(const Matrix& a, const Matrix& b);
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public:
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float c[16];
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};
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Matrix operator*(const Matrix& a, const Matrix& b);
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