* * 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.
Looks similar to the Java Edition version, but the lines are not antialiased and harder to tell apart. Phone users would have trouble seeing the outline, so that's why it was changed.
* Fix empty inventories for server players
* Revert "Fix empty inventories for server players"
This reverts commit 12174c0cfb1f8df5f6fca1a93f55e27286b464db.
* Fix empty inventories for server players
(The good one this time I hope)
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Co-authored-by: Marioiscool246 <marioiscool101@gmail.com>
* Fix memory leak in SoundSystemWindows
Add functionality to release LPDIRECTSOUND3DBUFFER8 when sound finished playing.
* Update minecraftcpp.vcxproj
same mistake again
* 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.
* Cleared up some fields
Renamed some fields
Made some statements involving those fields make more sense for their type
Renamed the parameters of SoundEngine::PlayAt to have more readable names
* Renamed master volume field
m_flMasterVolume -> m_fMasterVolume
* Made m_iPerspective -> m_bThirdPerson