Commit Graph

63 Commits

Author SHA1 Message Date
UnknownShadow200 75f0a73841 Style: Indent catch and switch properly. 2016-12-02 15:31:34 +11:00
UnknownShadow200 250ab7f417 Do same for launcher 2016-11-27 14:50:45 +11:00
UnknownShadow200 1aef52fab2 Use standard indentation for everything. 2016-11-27 14:47:09 +11:00
UnknownShadow200 5591f0a40e Gfx: Remove unnecessary CreateIb code. 2016-10-17 21:34:55 +11:00
UnknownShadow200 7f92161077 Gfx: IGraphicsApi is no longer responsible for managing dynamic vertex buffers. Simplify dynamic vertex buffer code. 2016-10-12 19:28:00 +11:00
UnknownShadow200 faa89144dd Merge branch 'master' of github.com:UnknownShadow200/ClassicalSharp 2016-10-10 10:05:38 +11:00
UnknownShadow200 273b3b32e2 Gfx: Remove unnecessary parameter from UpdateDynamicIndexedVb 2016-10-10 09:13:32 +11:00
UnknownShadow200 f10cd336eb Get rid of unneeded SetRenderState call. 2016-10-09 09:40:42 +11:00
UnknownShadow200 b576506b86 Gfx: add bool indicating whether texture should use managed or default pool. 2016-10-06 10:54:17 +11:00
UnknownShadow200 6aefaec83e Gfx: Unload far away chunks that we can't see to reduce video memory usage on low fog distances. 2016-10-03 21:55:56 +11:00
UnknownShadow200 ac13fa78ca Gfx: Use Default instead of Managed pool on Direct3D 9 backendfor vertex buffers, typically halfs memory usage.
Managed pool places data in both video and system memory. By only using the default pool, we only store data in video memory (at the cost of needing to recreate vertex buffers whenever the context is lost). This also means the client will crash whenever it runs out of video memory.. but really if that happens, you are likely stuffed anyway. I think the tradeoff is worth it. I'll also unload far away chunks to reduce video memory usage.
2016-10-03 21:23:18 +11:00
UnknownShadow200 64cb13d0a6 Gfx: DeleteVb should reset the id too. 2016-10-01 17:45:17 +10:00
UnknownShadow200 da8ebc61b1 Fix last compile errors for android backend. 2016-09-11 12:45:23 +10:00
UnknownShadow200 38be2f192e Make ticking tasks code more extensible. 2016-08-06 15:06:20 +10:00
UnknownShadow200 db86bee196 Fix error screen losing colour after context is lost. 2016-07-16 23:30:57 +10:00
UnknownShadow200 ea12b5a428 Also add very simple dynamic lighting. 2016-07-12 19:54:34 +10:00
UnknownShadow200 f960043a08 Colour held block, more work on dig anim. 2016-06-25 13:48:12 +10:00
UnknownShadow200 b2c642b8af Remove Block enum. 2016-06-11 15:29:45 +10:00
UnknownShadow200 1ab620559b Fix key bindings not working due to mono compiler issue with enum initalisers. 2016-06-10 17:17:10 +10:00
UnknownShadow200 b352f1c7c9 Fog calculation should use camera position instead of entity's head position, fixes #191. (Thanks goodlyay) 2016-05-08 13:31:31 +10:00
UnknownShadow200 a78205c45a Add copyright notices to every source file. 2016-03-26 13:51:42 +11:00
UnknownShadow200 17b695845a Fix entity shadows on Direct3D9 backend. (Thanks goodlyay) 2016-02-18 23:13:19 +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 be005c791f Abstract away platform specific window/input handling. 2016-01-21 21:09:41 +11:00
UnknownShadow200 101cbc5f06 Add more methods for android, add platform class to abstract away some platform differences. 2016-01-07 22:29:40 +11:00
UnknownShadow200 c8061b64fd Cleanup SelectionManager, don't show all 64 spaces in ChatInputWidget. 2015-11-08 16:32:08 +11:00
UnknownShadow200 928ab17ec2 More comments. 2015-11-03 16:26:15 +11:00
UnknownShadow200 bc92278291 More comments in IGraphicsAPI. 2015-10-29 06:58:11 +11:00
UnknownShadow200 6f8a4be44d Use /client gpuinfo and log gpu info when an unhandled exception occurs, rather than always displaying it at startup. 2015-10-26 20:51:55 +11:00
UnknownShadow200 f63d1e35e1 Begin to phase out usage of LogX/Y/Z calls, see issue #108 for why this is being done 2015-10-26 19:55:16 +11:00
UnknownShadow200 e83957c685 More code commenting and cleanup. 2015-10-25 20:34:47 +11:00
UnknownShadow200 534294f646 More comments, separate heightmap calculation. 2015-10-25 08:32:17 +11:00
UnknownShadow200 7cf129963d More comments, new launcher works on linux. 2015-10-21 18:30:18 +11:00
UnknownShadow200 b000dcd543 Add functionality for isometric block drawing for gui, simplify and arrange graphics api info, add warning for intel graphics cards users that they should use Direct3D build because of the lousy OpenGL implementation. 2015-10-06 20:15:48 +11:00
UnknownShadow200 87ffa1e5fe Fix Direct3D9 build crashing if another application took and exited exclusive fullscreen, potentially fix crash in SetBlock packet. 2015-10-03 08:25:28 +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 938cb13182 Initial work on new client gui. 2015-09-24 09:51:55 +10:00
UnknownShadow200 e35850c535 That was an extremely silly mistake. 2015-09-15 20:22:34 +10:00
UnknownShadow200 6974513adc That was an extremely silly mistake. 2015-09-15 20:19:12 +10:00
UnknownShadow200 2096a554f3 Fix compliation on Mono not working on normal .NET 4. 2015-09-15 20:16:52 +10:00
UnknownShadow200 9d907b333b Add support for 16 bpp back buffers in Direct3D9 api (untested), more work on .dat format. 2015-09-15 20:02:46 +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 9394ce1794 Use more flexible dynamic vertex buffers in Direct3D9 api, in preparation for #45. 2015-09-02 20:27:41 +10:00
UnknownShadow200 f33428a531 Implement ability to perform partial update of textures on both graphics api backends. Partially addresses #44. 2015-09-02 18:33:13 +10:00
UnknownShadow200 6ebed77929 Add basic singleplayer support. Generates a flatgrass map, but has no support for saving. Partially addresses #40. 2015-09-01 06:50:20 +10:00
UnknownShadow200 385c46e21d Make sure to set the MinIndex in Direct3D9 api, as according to various obscure posts, AMD cards require this to be properly filled out, should fix #34. (Thanks Cheesse for reporting this bug) 2015-08-30 12:09:23 +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 bea5c34691 Try to minimise api overhead with MapRenderer. 2015-08-23 09:13:28 +10:00