-Created some Layouts to properly adjust where things go
-LayoutEdges for text on the same row on opposite sides of the screen
-LayoutColumn for a non-max width column
-More accessible version string
-Cleaned up offsets to make it look like a cube and not 6 squares.
-Fixed error where regions would incorrectly reset files
-Some additions to try to match the intended look. I really dont
understand layouts.
-Black background used
-New Background class for displaying a single texture to the back of
the screen(probably not the best way)
-Title now uses an image
-Made TextureComponent, I think this probably exists elsewhere but I
couldnt find it
-Cube faces now change color based on where they are facing, looks a lot
like the source material except for rearranging
-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.
-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)
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.
-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.
-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
- 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
-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.
- Buttons no longer reassemble every frame
- Label.setFont() no longer requests reassembly
- Component.reassembleAt now actually works
- Using a very long flag, cursor capturing can be disabled to facilitate
GUI debugging
-Added RandomFileMapped class
-Made it a wrapper for RandomAccessFile and contains maps of locations
and lengths
-Added confirmHeaderHealth method to made sure the file isnt corrupted
-Changed everything from MappedByteBuffers to RandomFileMappeds.
- Non-player entities can now be added and removed properly
- WorldLogic.spawnEntity can be used to add entity and create an
entity ID
- Statie is back, more beautiful than ever!
- Place Test:StatieSpawner block and wait to make her spawn
- TPS display now features a visual tick indicator
- Updated Fern texture
- Added Rocks container
- Added DiscreteNoise and a DIY Worley generator
- Added RockLayer
- Used to generate rock strata
- Reworked SurfaceTerrainGenerator to use contexts
- Version is now pre-alpha 2. Yay?
- Removed compass display in the lower-left
- The cross can now be hidden by pressing F1
- Does not hide LayerAbout though
- Generator spawns the player in the middle of a surface rather than at
its edge
- Removed old (pre-planet) worldgen
- TestGravityModel remains
- Moved surface generator to .logic.world.generation.surface
- Split planet generator into generator logic and config
- Logic moved to .logic.world.generation.planet
- Config extracted into TestGenerationConfig & others in .test.gen
- GravityModel renamed to Test:PlanetGravityModel
- TestTerrainGenerator utilities moved and made public thru Fields
- Reconfigured planet generator to be a passable
- Increased planet size to R=0.5 km
- Added noise-based heightmaps (fabulous cliffs included)
- Added noise-based forest density map
- Reworked all SurfaceFeatures
- TestGrassFeature now also places scatter and flowers
- TestTreeFeature and TestBushFeature:
- Common code exctracted to MultiblockVegetationFeature
- Made prettier
- gud muscle flex yeeeeeeeeeeee
- Fixed a bug in the gravity model
- A lot of other changes that I already forgot about
-Better comparison for HashableVec3i
-Changed RandomAccessFile to MappedByteBuffer
-natFromInt now works properly
-better region selection
-Changes to make different strategies work
-Removed unused imports
-Using HashMap to keep track of RandomAccessFile instances
-Using those instances to do stuff
-Made new HashableVec3i class that allows for hashing of 3d vectors.
There was a deadlock that sometimes occurred when passing PacketSetBlock
to client: PacketSetBlock first acquired monitor of the chunk it
modified, than attempted to lock the visible chunks set. In parallel, a
chunk update first acquires the visible chunks, than the individual
chunk. Turns out, markForUpdate() doesn't need to be synchronized, so
PacketSetBlock can now acquire the locks sequentially, avoiding the
deadlock.
- SurfaceFeatures that change neighboring chunks no longer suffer from
tearing if world saving is enabled
- World saving is still disabled by default
- wontfix until we get a new, more optimized world IO system
- See GitHub issue #13 for details
- Removed WorldAccessor getter from Server. This is an implementation
detail.
- Removed SurfaceWorld, SurfaceFeature.Request (see previous commit)