342 Commits

Author SHA1 Message Date
0638794a80
Added ColorScheme to manage GUI colors; changed BG color slightly 2022-01-12 12:09:55 +03:00
e6e55a6c40
Fixed 'HEAD' in detected Git branch on Jenkins 2022-01-10 23:59:09 +03:00
57a86b544e
Fixed dependency detection for external tools 2022-01-10 21:19:31 +03:00
b18eac44b8
Updated all dependencies
- Updated LWJGL to 3.3.0
  - Targets windows-arm64 and macos-arm64 are now available
- Updated Guava to 31.0.1
- Updated Log4j to 2.17.1
2022-01-10 19:54:14 +03:00
c3c8a6e5e0
Updated Gradle wrapper to 7.3.3 2022-01-09 21:09:02 +03:00
fe01e1b81c
Fixed first-time packaging issue in build script 2022-01-09 21:02:56 +03:00
162b2249b1
Rewrote build script, improved packaging
- Renamed :packageWindows to :packageNsis
- ImageMagick now required for :packageNsis
- Packaging output is now in build/packages
- Rewrote build script
  - Packaging logic and LWJGL dependencies now in separate files
  - Packaging logic now implemented with Gradle, not Bash scripts
    - Cross-platform?
- Added :packageZip
  - Universal ZIP with start scripts
- Changed version detection logic
  - Tags of ancestor commits are now considered
  - Only tags with format vMAJOR.MINOR.PATCH[-SUFFIX] are considered
  - If the tag's commit isn't HEAD, PATCH is incremented
  - When version detection fails, dummy version is 999.0.0-<buildID or date>
- LWJGL target platforms can be overridden with forceTargets project property
2022-01-07 22:23:24 +03:00
dececb4589
Fixed window icons error on Wayland 2021-12-26 20:36:32 +03:00
ec17eb7065
Added window icons
- Added window icons for various sizes
  - Broken on Wayland
  - Due to a bug in texture loading, textures a flipped
    - Included non-flipped versions
- Added TextureSettings.allocateExactBuffer
  - When true, texture size is not rounded to a power of 2
2021-12-26 14:30:50 +03:00
e4d0570200
Added automatic version detection to Gradle and game 2021-12-25 20:24:45 +03:00
92f9639c4b
Improved input event handling
- Added Component.passInputToChildren()
- Input events can now be processed in parallel or recursively
2021-12-21 00:31:35 +03:00
f350467942
Removed jCenter(); formatted build.gradle
- Fixed #23
- Fixed whitespace in build.gradle
2021-12-21 00:13:04 +03:00
23b0af1731
Update log4j dependency to version 2.17.0 😡
Fix for CVE-2021-45105
2021-12-19 23:46:30 +03:00
0389f97e59
Update log4j dependency to version 2.16.0
Fix for CVE-2021-45046
2021-12-16 18:09:37 +03:00
706800218c
Merge branch 'overhaul-input'
Summary of changes:
- Refactored input handling
- Added noclip/freecam mode for debugging
- Added drag events
- Removed useless info from debug layer
- Movement controls now work in menus (feature? bug? not sure)
2021-12-16 15:17:08 +03:00
ca2c7b58d8
Added drag events 2021-12-16 15:12:49 +03:00
359879b0fe
Completed input refactoring
- Moved everything related to controls into controls package
- Moved controls related to placing/breaking stuff into
InteractionControls
- Localizer now provides access to the list of languages
- Fixed a random bug in TestMusicPlayer because why not amirite
2021-12-15 00:20:50 +03:00
a06d8ee056
Fixed temporary player entity data transfer 2021-12-13 20:49:32 +03:00
c8138faabe
Refactored camera controls and added noclip mode
- Refactored camera controls into a separate class
- Added noclip mode
  - Toggle with V
  - Simply uncouples camera from character; does not change interactions
or load chunks!
  - Implemented sloppily, expect bugs in the future
- EntityData's .equals() is now equivalent to == and .hashCode() hashes
entity ID only
- Collision can now be disabled for an object by setting its
CollisionModel to null
2021-12-13 19:36:26 +03:00
49d283e7a3
Refactored F3 layer
- Renamed from LayerTestGUI to LayerDebug
- Many of the displays have been removed
- Fullscreen and VSync displays have been merged with FPS display
- Updates are automatic
2021-12-13 17:03:23 +03:00
c93f0df30d
Refactored movement controls
- Movement control code is now in its own class
- Movement direction controls are now more bug-resistant
  - No longer event-driven; uses InputTracker instead
  - Temporarily? function with menus open
- Other movement controls are now registered local Controls
- Removed flying and sprinting indicators from F3 layer
- TestPlayerControls is now a singleton
  - resetInstance() now resets the instance's fields
2021-12-13 11:06:28 +03:00
75ea7baf9c
Update junit dependency to version 4.13.2
Fix for CVE-2020-15250
2021-12-12 15:41:10 +03:00
c4a9a17c7c Update log4j dependency to version 2.15.0 2021-12-10 11:05:30 +03:00
b4ff5114bd
Refactored input event pipeline
- Merged Input functionality into InputEvent; removed Input
  - InputEvents can now be consumed directly
  - Removed Input.Target; functionality moved into InputBus
- Refactored GUI input event handling
  - Optimized and reduced recursion by unrolling recursion
  - All input events are now delivered to all components
    - Filtering occurs at listener level
- Refactored InputBus
  - Listeners may override former Input.Target logic
  - Improved registration method
  - Added exception handling
- Improved KeyMatcher
  - Removed builder in favour of copying with modifications
  - Added String parsing
  - Added KeyMatcher.matchesIgnoringAction()
  - Added integration with InputBus
- Renamed Component.{add,remove}Listener methods about InputListeners to
Component.{add,remove}InputListener to avoid confusion
2021-12-08 18:06:30 +03:00
efc6a8ecd0
Hastily added pine trees and hazel bushes
- Added ShapePrototype wrapper for ShapePart batch creation
- Added pine trees and hazel bushes
  - Leaves with custom block models
  - Improved tree generator
2021-11-19 21:26:04 +03:00
4b10dc82ed
Improved formatting and phrasing 2021-10-31 16:19:21 +03:00
opfromthestart
c04894a0c9 Finally made this
I think its pretty good, but I cant think very well rn.
2021-10-24 20:09:44 -04:00
28b19c8f35
Added more flowers and more grass types, fixed cross tile render
- Added Clover, Daisy, Dandelion, Geranium, Knapweed, Yellow Pea,
Bluegrass
- Renamed grass herbs and flat flowers
- Cross tile renderer now uses a kostyl that forces face normals to be
oriented vertically
- Refactored flower generation
- Added a coherent error message when a texture could not be found
2021-09-22 23:48:38 +03:00
eb5aa59941
Removed plain sand block and tile; incremented version
To be honest, I kinda forgot to increment version in last commit, so I
decided to make a pointless change to justify an entire commit =\
v0.3.0
2021-09-11 21:12:42 +03:00
409bbdb680
Merge branch 'save-world' 2021-09-11 19:42:36 +03:00
opfromthestart
0c41350ae7 Added file identification header
-All files now start with a 16 byte header consisting of "PROG" followed
by the integer position of the region in region coordinates.
	-regionCoords is passed through some functions to allow for this to be
confirmed.
2021-09-10 22:19:18 -04:00
a633c8324e
Added Reset World button and fixed some translations 2021-09-11 00:47:28 +03:00
6b33f231b4 Moved region implementation to .server.world.io.region 2021-09-10 23:59:03 +03:00
e2308b825d
Removed warnings and formatted code 2021-09-10 23:31:14 +03:00
opfromthestart
e0f6a08740 Bug fixes
-Now offset technically starts at 1, so any chunks with offset 0 are
ignored.
-Reduced number of unused chunks, storage efficiency is at about 99% (if
null sectors are counted as useful)
2021-09-10 14:14:18 -04:00
opfromthestart
2820e01974 Finished Partition Logic
Note: it still does waste a lot of space, I will work on that next
-Added back the confirmHeaderHealth logic
-Checks to make sure it will not overwrite important chunks
	-Uses PartitionLink chunks to move to a different part of the file
-Added allocateEmptySector() to allow for the file size to be increased
without moving the origin point of the chunk.
2021-09-10 13:51:37 -04:00
opfromthestart
46bcb85044 Region File better????
-Moved most of the file accessing of Region to RegionFile
-Disabled most of the header check except the length check(it will be
back soon)
-Max chunk size arbitrarily raised to 4MiB because I wanted sectors
longer than 16B
-Sectors now have a mandatory 1B header that identifies it
	-0 is a null sector, it ends every chunk
	-1 is a normal data sector, it has a "parity" byte that makes sure it
is reading chunks in linear order(fun fact: it isnt at the moment)
	-2 is a jump to a different location. this isnt implemented well yet
	-3 will be a "bulk data" sector. Multiple chunks with identical data
can point here. Probably only useful when it is easily identifiable,
like multiple chunks being one entire block, like air.
-Removed all chunk length references as I think they do not make sense
when it can use different sectors for non-data purposes.
2021-09-09 19:58:44 -04:00
opfromthestart
c5dfe3d0b7 Saving Modifications
-Safer saving, it waits for the file to stop being used to close(still
has holes)
-If a chunk is too large, it is moved to the end of the file.
	-Calculates the efficiency of each region file in confirmHeaderHealth
-Fixed import warning
2021-09-09 16:52:55 -04:00
a85fc27f8b
Added _UNFINISHED_ water, beaches and mantle
- Refactored terrain generation
- Added PiecewiseLinearFunction
- Added some placeholder content
  - Added Test:Water, the solid, opaque water
  - Added beaches
  - Added Test:Mantle
- Tweaked rock distribution parameters
2021-08-31 17:27:08 +03:00
711e4a2bb4
Added formatting templates guide for Intellij IDEA 2021-08-30 19:51:28 +03:00
0100c8791d
Added player saving and loading from disk 2021-08-30 18:23:42 +03:00
opfromthestart
e967a64401 More Compact region files
-Sector length increased to a short, the minimum sector size is now 16
bytes
2021-08-30 10:52:56 -04:00
d2ffe1fe0e
Fixed the bug that opfromthestart found, reloading now works 2021-08-29 12:04:02 +03:00
f4300558d5
Formatted and broke the saving mechanism. I'm too tired to bugfix
- Refactored and formatted TestWorldDiskIO
- Removed HashableVec3i
- Added Coordinates methods for custom bit count
- Properly reverted commit 98250cd
- Known bugs:
  - Server shutdown close()s regions too early
  - Re-entering a world does not show saved changes
2021-08-29 02:08:19 +03:00
cd16334db8
Moved TestWorldDiskIO to a subpackage and introduced some abstractions 2021-08-28 23:31:50 +03:00
41a2909f7c
Reverted last two commits because no one wants to fix the bugs 2021-08-28 21:31:34 +03:00
a222ea8f67
Fixed multithread chunk IO 2021-08-28 21:14:35 +03:00
opfromthestart
98250cd524 Some changes for efficiency(not yet)
-Tried to use threads/executors in ChunkRequestDaemon, it just hangs.
-Added isEmpty and isOpaque attributes to DefaultChunkData (should this
just be in ChunkData?)
	-Added compute and getter functions to access(for everything after
loading)
	-Doesn't render empty chunks(not yet used)
-Using format 65537 allows the empty and opaqueness to be saved. They do
not do anything yet and there is no way to set them yet
	-Added loadRegionX and ".progressia_chunkx" file
-removed formats 0 and 1, which use individual chunk files.
2021-08-27 16:59:05 -04:00
f74c731a3d
Fixed GUI buttons and a rare crash on startup 2021-08-27 12:20:58 +03:00
98c383bf7d
Fixed a stupid typo in previous commit 2021-08-26 12:11:21 +03:00