* Output/Logging Overhaul
* Added StandardOut class
* Renamed LOGX macros to LOG_X
* Removed LogMsg macros in favor of LOG_X
* Added console window for debug Windows builds
* Options Refactor
* Moved options loading code from AppPlatform classes to Options class
* Added AppPlatform::singleton()
* Minecraft::m_options is now only accessible via Minecraft::getOptions() (as it should be)
* Making this work with SDL2 next
* Options Cleanup for SDL2
* Added AppPlatform::hasFileSystemAccess()
* Options won't try to load if hasFileSystemAccess returns false. Emscripten build will be happy.
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Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
* Mac OS X 10.6 & More C++03 Support
* Fix SDL2 options.txt loading for C++03
* Output/Logging Overhaul
* Added StandardOut class
* Renamed LOGX macros to LOG_X
* Removed LogMsg macros in favor of LOG_X
* Added console window for debug Windows builds
* Updated Xcode Project
+ StandardOut.hpp
+ StandardOut.cpp
* StandardOut_windows
* Replaced the Windows #ifdefs in StandardOut with StandardOut_windows
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Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
* Mac OS X 10.6 & More C++03 Support
* Fix SDL2 options.txt loading for C++03
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Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
F1 to hide gui
Also renamed the field for hiding the GUI to m_bDontRenderGui
I would have named it m_bRenderGui and flipped the default values and checks but I assumed that changing the least amount of stuff would be desired.
* 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...
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Co-authored-by: BrentDaMage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
* * Undo some of the changes done in the "* Work on survival mode." commit.
* TEST_SURVIVAL_MODE is now on by default.
* * Dying no longer crashes the game.
* * Death seems to work ok.
* * Improve some of the damage code.
* x
* work
* Fixed the Makefile (#54)
* * Finally fix the crack texture appearing to flicker/restart
* * Add VS2010 as an optional target.
Fix build with VS2010 (both windows_vs and xenon_vs).
* * Disable survival mode. Getting ready to merge now!
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Co-authored-by: Alexander Argentakis <38327951+MFDGaming@users.noreply.github.com>
* * Make more GL vertex buffer related functions use the xgl prefix.
This allows me to later overload them in case I want to try to emulate vertex buffers in software.
* * Add (incomplete) GL VBO emulation. Works well enough but it's very slow.
* * Define USE_HARDWARE_GL_BUFFERS again.
Instead of sending a request for each chunk one by one, and in sequence, send all the level data in one block.
I know this is not the best solution since we are working with UDP here, but it's way faster than loading the level chunk by chunk. In a blink of an eye, the level has already loaded.