336 Commits

Author SHA1 Message Date
saval559362
6bae69ff04 Added build scripts 2020-12-29 22:22:46 +03:00
5d570a810b Fixed chunk load radius and removed debug leftovers 2020-12-29 16:56:15 +03:00
b44540999b Entities are now transferred from server to client
- Entities are no longer internally bound to chunks
- Entity visibility for a player is now unique for each entity
  - Entities are send/revoked just like chunks by EntityManager
- LocalPlayer no longer stores an entity; instead it stores entity ID
and looks up the entity on demand
2020-12-29 16:40:37 +03:00
cde854346c First implementation of dynamic chunk loading. Super buggy, WIP 2020-12-28 11:26:44 +03:00
eaea6fdad9 Refactored Packets and most TickerTasks 2020-12-26 18:02:17 +03:00
fd0269f913 Added the concept of visible chunks and entities 2020-12-26 15:25:28 +03:00
c6677ec8fd Added ChunkMap and ChunkSet 2020-12-25 18:12:14 +03:00
b6dd925c60 Tweaked dirt and stone textures 2020-12-22 20:23:11 +03:00
f921acf317 Added generic implementations of of Chunk and World classes
Also fixed a whole bunch of missing Override annotations
2020-12-22 19:33:27 +03:00
a582727cc0 Changed worldgen and made some minor changes in code 2020-12-22 10:57:39 +03:00
WarDref
fc48928c66 Changed textures to 24x24 2020-12-20 18:46:31 +03:00
e7b5ed3df4 Added Player server class
- Removed CommsChannel Roles
  - Replaced with Client class hierarchy on the server
- Added ClientPlayer
- Added Player (a new server class holding all objects related to a
player)
  - Player class in common renamed to PlayerData
  - Added PlayerManager for the server
2020-12-20 18:05:10 +03:00
be1c1ab9ab Merge remote-tracking branch 'origin/master' into multichunk 2020-12-19 22:03:51 +03:00
32ba0c78e5 Added chunk transfer concept
- Added PacketLoadChunk
- Added ChunkIO to handle converting ChunkData to/from bytes
- Client no longer generates chunks by default
  - It still does generate them on request by server
- DataBuffer now exposes InputStream and OutputStream
2020-12-19 20:53:43 +03:00
c0e527e388 Added StackTrace Provider 2020-12-19 20:14:31 +03:00
8977f460ca OMG THE FOOL I WAS
- Faces are now grouped by texture primitive they use
  - Massive FPS increase
- TexturePrimitive receive an additional unique ID immediately upon
instantiation
2020-12-18 00:59:58 +03:00
cd6e6d7d9c Texture coords are now precomputed in VBOs
Also optimized GLSL code and started using LOC in RenderPrograms
2020-12-18 00:30:22 +03:00
7cc4fcbffc Added dynamic text, fixed issues related to low FPS
- Hacked dynamic (quickly changing) text support into Typeface
  - No formatting for now
  - Requires a proper rewrite later
- Added DynamicLabel to display dynamic text
- Movement friction and player controls no longer depend on framerate
- Added FPS and TPS display
2020-12-17 00:25:39 +03:00
bfdb22f357 Added OpenGL buffers cleanup
- Now OpenGL buffers are being cleaned when GL objects are disposed
- Fixed a bug when garbage collector ignore OpenGL objects
2020-12-16 18:38:23 +03:00
bfd5c02b0c Added repeating tasks to TaskQueue 2020-12-16 17:05:12 +03:00
0a8db1cd02 Fixed crashes when using multiple chunks. FPS is still terrible though 2020-12-16 11:36:21 +03:00
4fa3592c98 Reworked tiles
- Now each block possesses its own set of 6 tile stacks; two tile stacks
occupy each block boundary
  - As consequence, top tiles of block (0;0;0) are now different from
bottom tiles of block (0;0;1)
- Tiles are now stored in and managed with TileStacks
- TileLocations were removed in favor of TileReferences
- Added tile tags to address individual tiles within TS in a way that
persists thru tile insertions are removals (used internally)
- Reworked TickContexts:
  - Changed and expanded interfaces significantly
  - Added TSTickContext
  - Replaced Mutable*TickContexts with TickContextMutable
- Split AddOrRemoveTile into two separate actions
- Renamed EdgeTileLogic to HangingTileLogic
- Moved tmp_generate into TestContent
- Removed Forwarding*TickContexts for now
- Fixed TileTriggeredUpdate triggering ticks instead of updates
- Fixed an error message in Ticker
2020-12-14 21:48:55 +03:00
89e24b05c0 Grass tiles in unsuitable locations now disappear slowly 2020-12-01 23:49:55 +03:00
f8e763c0d6 Fixed #3 - implemented random ticks, refactored Ticking* interfaces
- Random ticks now happen
- Ticking* interfaces now have a single getTickingPolicy method instead
of two doesTick* methods. This makes more sense since an object cannot
both tick randomly and regularly.
- Added Server.stop
- Added some convenience methods related to setting blocks and tiles
- Documented some stuff
2020-12-01 22:37:18 +03:00
377241c529 Removed MICRO SIGN U+00B5 from program source for Windows compatibility 2020-12-01 16:53:04 +03:00
a588b6c2b5 Fixed java 8 compatibility 2020-12-01 12:46:54 +03:00
73f90c69e5 Fixed several problems with Units 2020-12-01 12:27:30 +03:00
3782cf1f88 Added unit registration to Units and Units.get methods
These are just convenience methods: instead of writing
float g = 9.8f * Units.METERS_PER_SECOND_SQUARED;
we can write
float g = Units.get("9.8 m/s^2");
and it'll actually work fast.
2020-12-01 01:28:18 +03:00
4c3f5caae6 Working on #3 - Implemented entity ticking 2020-11-30 23:07:15 +03:00
9dbeeb7e8d Working on #3 - implemented chunk ticking in general and regular ticks 2020-11-28 00:29:40 +03:00
2d322e83bc I've had it with LowOverheadCaches
Benchmarking showed that using LOC gave a whopping 5% speed advantage at
the cost of terrible readability. In the worst case. Decided that having
clear, laconic and Java-style code is worth the drop in performance.
2020-11-27 23:54:41 +03:00
44de6a86f7 Dumped server ticking code into the Mariana Trench and rewritten it
No regrets.

- Pretty much everything related to ticking changed
- Ticking is now capable of running in parallel (other code - not so
much)
- Implemented world updates
- Broke some stuff
2020-11-27 00:56:56 +03:00
6d6e0f6ca4 Added new context providers and fixed bugs
- RAMContextProvider
- JavaVersionContextProvider
- OpenALContextProvider
- ArgsContextProvider 
- LanguageContextProvider
2020-11-24 20:32:45 +03:00
65bb5339c7 Added ALVersion method to AudioManager 2020-11-24 19:23:56 +03:00
64390347a8 Fixed a couple literals in CrashReports 2020-11-24 13:53:53 +03:00
e3315f62a8
Merge pull request #1 from OLEGSHA/audio 2020-11-22 17:25:46 +03:00
2fbb274c31 Fixed AL close action
Added a test for the Audio Engine
Refactored Audio Engine
2020-11-22 14:44:19 +03:00
104d64ff9a Merge branch 'master' into audio 2020-11-22 14:34:03 +03:00
ce2d4297dd Fixed compilation problems and added MultiLOC
(MultiLOC is MultiLowOverheadCache)
2020-11-21 23:51:14 +03:00
372f173723 Introduced ChunkData and WorldDataListeners
- Added ChunkDataListener and WorldDataListener
- Moved chunk render update requests to clientside ChunkDataListeners
- Moved ChunkRender and ChunkLogic initialization into WDListeners
2020-11-20 23:54:32 +03:00
7f381c7a1f Updated block selection display and added block placing
- Packaged everything related to block selection into Selection class
- Selection box is a bit less obnoxious
- Added the ability to place Test:Stone blocks





- This is technically a Minecraft clone now. I don't know how to feel
about this tbh
2020-11-20 11:50:24 +03:00
a7eb90865f Merge branch 'crashreports' 2020-11-19 19:11:30 +03:00
afa1234ddd Fixed English in messages 2020-11-19 18:59:41 +03:00
996a244649 Added uncaught exception handler 2020-11-19 18:27:44 +03:00
c5ae4e5ab9 Fixed falling through blocks 2020-11-19 17:51:45 +03:00
f3ec9911ae Reworked audio 2020-11-18 23:52:12 +03:00
cf18da8350 Added block breaking and refactored Controls
- Blocks can be broken by pointing at them at pressing LMB
- Rewritten ControlTriggers
- Rewritten KeyMatcher
- CollisionPathComputer now has a 0.5 margin
2020-11-17 22:53:56 +03:00
56eaec522f Renamed NamespacedRegistry and added NamespacedFactoryRegistry
- NamespacedRegistry moved to NamespacedInstanceRegistry
- Added NamespacedFactoryRegistry
2020-11-17 16:49:31 +03:00
5d7cfdb3bc Refactored Namespaced stuff
- Namespaced now takes full ID in constructor
  - Changed the rest of source accordingly
- Moved everything related to Namespaced into .util.namespaced package
- Errors are now reported with IllegalIdException instead of IAE
- Error checking is optimized
- NamespacedUtil exposes more of its requirements
- Added StringUtil.splitAt
- Added ArrayUtil.isSorted
2020-11-17 12:46:33 +03:00
b51b3a4d80 Blocks looked at are now highlighted 2020-11-16 18:02:41 +03:00