* * 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 99a057fc84049a16c864bd840fb439a008af5c74.
* 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>
* * 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!
---------
Co-authored-by: Alexander Argentakis <38327951+MFDGaming@users.noreply.github.com>
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.