Commit Graph
100 Commits
Author SHA1 Message Date
OLEGSHA c3c8a6e5e0 Updated Gradle wrapper to 7.3.3 2022-01-09 21:09:02 +03:00
OLEGSHA fe01e1b81c Fixed first-time packaging issue in build script 2022-01-09 21:02:56 +03:00
OLEGSHA 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
OLEGSHA dececb4589 Fixed window icons error on Wayland 2021-12-26 20:36:32 +03:00
OLEGSHA 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
OLEGSHA e4d0570200 Added automatic version detection to Gradle and game 2021-12-25 20:24:45 +03:00
OLEGSHA 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
OLEGSHA f350467942 Removed jCenter(); formatted build.gradle
- Fixed #23
- Fixed whitespace in build.gradle
2021-12-21 00:13:04 +03:00
OLEGSHA 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
OLEGSHA ca2c7b58d8 Added drag events 2021-12-16 15:12:49 +03:00
OLEGSHA 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
OLEGSHA a06d8ee056 Fixed temporary player entity data transfer 2021-12-13 20:49:32 +03:00
OLEGSHA 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
OLEGSHA 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
OLEGSHA 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
OLEGSHA c4a9a17c7c Update log4j dependency to version 2.15.0 2021-12-10 11:05:30 +03:00
OLEGSHA 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
OLEGSHA 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
OLEGSHA 4b10dc82ed Improved formatting and phrasing 2021-10-31 16:19:21 +03:00
OLEGSHA 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
OLEGSHA 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 =\
2021-09-11 21:12:42 +03:00
OLEGSHA 409bbdb680 Merge branch 'save-world' 2021-09-11 19:42:36 +03:00
OLEGSHA a633c8324e Added Reset World button and fixed some translations 2021-09-11 00:47:28 +03:00
OLEGSHA 6b33f231b4 Moved region implementation to .server.world.io.region 2021-09-10 23:59:03 +03:00
OLEGSHA e2308b825d Removed warnings and formatted code 2021-09-10 23:31:14 +03:00
OLEGSHA 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
OLEGSHA d2ffe1fe0e Fixed the bug that opfromthestart found, reloading now works 2021-08-29 12:04:02 +03:00
OLEGSHA 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
OLEGSHA cd16334db8 Moved TestWorldDiskIO to a subpackage and introduced some abstractions 2021-08-28 23:31:50 +03:00
OLEGSHA 41a2909f7c Reverted last two commits because no one wants to fix the bugs 2021-08-28 21:31:34 +03:00
OLEGSHA a222ea8f67 Fixed multithread chunk IO 2021-08-28 21:14:35 +03:00
OLEGSHA f74c731a3d Fixed GUI buttons and a rare crash on startup 2021-08-27 12:20:58 +03:00
OLEGSHA 98c383bf7d Fixed a stupid typo in previous commit 2021-08-26 12:11:21 +03:00
OLEGSHA dd80df2cf2 Fixed a GUI reassembly issue and added cursor disabling suppression
- 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
2021-08-26 12:09:22 +03:00
OLEGSHA 1727a2a4a1 Added Object fields to StatefulObjects and added some utility methods
- Added ObjectStateField
- Added WorldGenericContextRO.findClosestEntity, .forEachEntity
- Added VectorUtil.lookAt, .distance{,Sq}
2021-08-25 16:47:56 +03:00
OLEGSHA 20fb8f0597 Fixed missing popTrasnform in Statie render 2021-08-24 15:12:35 +03:00
OLEGSHA 1d28f32865 Implemented entity spawning and despawning and changed some stuff
- 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
2021-08-24 13:59:28 +03:00
OLEGSHA 0ccc108ddd Merge branch 'save-world'
Third time's the charm!
2021-08-24 01:38:22 +03:00
OLEGSHA c7e7d3bdac Added ferns, fixed herb render and cleaned up TestContent
- Added Test:Fern
- Herbs are no longer stretched horizontally
- Formatted and cleaned up TestContent
2021-08-23 18:36:15 +03:00
OLEGSHA 62729f5873 Added packet buffering and fix crash when placing flowers on leaves
- Packets are now buffered before processing to reduce stack depth
- Attempts to place tiles on invalid locations get rejected earlier
2021-08-23 17:37:25 +03:00
OLEGSHA 84864f8947 Added more grass variants
- Added flat grass tiles with varying opaqueness
- Renamed Test:Grass to Test:GrassOpaque
- Added Chernozem
2021-08-23 15:18:37 +03:00
OLEGSHA d01ef3654f Added grasses and flowers
- Added CROSimple to optimize simple non-Surface textures
- Added TileRenderCross
- Added Low, Medium and Tall grass
- Added Blue, Purple and White flat flowers
- Added Bushes
- Added tiny Dandelions and tiny Lavanders
- Improved grass and log textures
2021-08-22 22:18:42 +03:00
OLEGSHA 9fc1a21191 Added rock DB and worldgen
- Added Rocks container
- Added DiscreteNoise and a DIY Worley generator
- Added RockLayer
  - Used to generate rock strata
- Reworked SurfaceTerrainGenerator to use contexts
2021-08-21 23:05:54 +03:00
OLEGSHA 6f90bf345b Incremented version and made some small changes
- 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
2021-08-20 21:37:49 +03:00
OLEGSHA 2328f2ae3a Replaced placeholder worldgen with a passable one
- 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
2021-08-20 18:07:41 +03:00
OLEGSHA 15b5d367b4 Chunk loading region around the player is now compressed vertically 2021-08-18 10:58:18 +03:00
OLEGSHA ca2014802a Resolved a random deadlock that became way too frequent to ignore
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.
2021-08-18 09:30:29 +03:00
OLEGSHA 539a61e854 Almost resolved feature generation issue, removed dead code
- 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)
2021-08-18 00:26:45 +03:00
OLEGSHA a3760d7425 Removed erroneous RelFace resolution by WorldAccessor 2021-08-17 19:21:57 +03:00
OLEGSHA d33b48578d Added SurfaceContexts to replace SurfaceWorld+Request. WIP
There is a problem with features when up != POS_Z
2021-08-17 16:05:44 +03:00
OLEGSHA a6fd81ba1e Contexts now only accept RelFace; fixed tile placement crash 2021-08-16 13:05:57 +03:00
OLEGSHA 82872c7cf3 Fixed RotatingServerContext
- RotatingServerContext now rotates coordinates, too
- Fixed a bug caused by the implementation of push methods by
TransformingServerContext
- Fixed unbounded recursion in WorldGenericRO.hasTile(Vec3i, BlockFace,
int)
2021-08-15 23:54:25 +03:00
OLEGSHA 54c66d28d6 Added TransformingServerContext and RotatingServerContext. WIP
There is a problem with faces in contexts when up != POS_Z, world
crashes soon after startup

- Added TransformingServerContext - a common basis for context wrappers
that alter the coordinate space
- Added RotatingServerContext - a context wrapper that rotates the
coordinate space
  - Used to ensure positive Z is up
- PacketAffectTile now checks the provided tile tag for validity
  - This causes a crash when the invalid action is requested, not
executed
- TickChunk task reuses contexts
2021-08-13 16:11:46 +03:00
OLEGSHA 78a1c25554 Grass tiles have regained the ability to disappear under blocks
- Test:Grass now (again) randomly disappears under opaque blocks
- Fixed a truly egregious bug in AbstractContextRO.pop()
- Fixed BlockContext.pushRelative(AbsRelation)
- Some changes in toString methods in contexts
2021-08-11 13:45:47 +03:00
OLEGSHA a03c783fc9 Fixing bugs introduced in previous commit
- Fixed AbstractContextRO.isSubcontexting()
- Fixed push(...) overrides in FilterServerContext
- Fixed DefaultChunkLogic.tmp_generateTickLists()
- Debug screen now also lists visible and loaded chunks
- AbstractContextRO.Frame now has a toString()
2021-08-11 13:02:18 +03:00
OLEGSHA 0a45613e45 Began work on integrating the new Contexts. Compiles but does not work
- All TickContexts including TickContextMutable are deleted
- Previous occurrences of TickContexts are replaced by appropriate
ServerContexts
- Added Context.popAndReturn methods for convenience

Current known problems:
- World does not generate properly on startup
- No bulk methods in the new API (the likes of forEachTile, etc.)
- AbsFace/RelFace ambiguity in the new API (see
TestTileLogicGrass.java:68)
- TestTileLogicGrass.java:53 is disabled for some reason
2021-08-09 20:32:15 +03:00
OLEGSHA 5fb4c601ff Added ReportingServerContext
- Added ReportingServerContext to listen for write events in contexts
- Fixed method WorldGenericContextWO.setBlock(Vec3i, B)
2021-08-08 14:07:07 +03:00
OLEGSHA 020802a89c Added FilterServerContext and DefaultServerContextLogic
- Added DefaultServerContextLogic
  - A standard implementation of ServerTileContext.Logic that delegates
all methods to a ServerTileContext instance
  - Now used by DefaultServerContextImpl
- Added FilterServerContext
  - A base for creating context wrappers
2021-08-08 12:19:31 +03:00
OLEGSHA 0f909039fe Renamed ReusableServerContext to DefaultServerContext 2021-08-06 11:02:43 +03:00
OLEGSHA 15f741bc04 Added subcontexting. Context#subcontexting. 2021-08-06 10:49:40 +03:00
OLEGSHA 80541eafc3 Renamed BlockFace contexts into TileStack contexts 2021-08-05 19:39:39 +03:00
OLEGSHA 0f60d45ffa Contexts no longer expose to World, Chunks, TileStacks or TileReferences
The intention is to bottleneck all read queries and write requests
through context objects without the need to create practically useless
Chunk, TileStack and TileRef wrappers.

- WorldGenericContext{RO,WO} no longer extend WorldGeneric{RO,WO}
- Added tag access for tiles to contexts
- Documented almost all context methods
- Renamed isBlockLoaded() to isLocationLoaded()
- I found some inner peace
2021-08-05 16:42:21 +03:00
OLEGSHA fbc803d6e2 Laid some groundwork for context implementation; rewrite incoming
- ReusableServerContext will be the default context implementation. It
is sort of implemented, but not really
- WorldLogic{,RO} now declare getData() method
- WorldGenericContextWO.removeEntity(EntityGeneric) received a default
implementation
- TileDataContext.getTag() received a default implementation
2021-08-04 18:42:16 +03:00
OLEGSHA 1ee9a55d19 Defined Data and Server context interfaces
Server read-write (not RO) interfaces do not extend the complimentary
*GenericContextWO interfaces by design. It makes no sense to set a
BlockLogic, but it makes plenty of sense to refer to a ChunkData rather
than a ChunkDataRO.
2021-07-31 20:47:23 +03:00
OLEGSHA a338a00f1d A change to the class hierarchy of WorldLogic similar to prev commit
- Renamed ChunkLogic -> DefaultChunkLogic, WorldLogic ->
DefaultWorldLogic
- Created/rewritten TileLogicReference{,RO}, TileLogicStack{,RO},
ChunkLogic{,RO}
- Drafted up something for ServerWorldContext & friends, WIP

(see commit 9a32660 for more details)
2021-07-31 16:01:25 +03:00
OLEGSHA 9a326603cd Still working on Contexts. Introduced a billion interfaces. WIP.
*takes a deep breath
- Renamed Generic world structure interfaces to the following scheme:

      {Block,Tile,Chunk,World}Generic{,Stack,Reference}{RO,WO}
      (e.g. GenericWritableChunk -> ChunkGenericWO)

    - RO is Read Only, WO is Write Only
- Generic writable interfaces no longer extend their read-only
counterparts (thus Write Only)
- TileGenericStack{RO,WO} are now interfaces; AbstractList is only
introduced by final implementations
- TileGenericReferenceRO now has a WO counterpart
- Fixed compilation issues with the previous commit
- Declared some additional functionality for Generic interfaces
- Old ChunkData and WorldData renamed to DefaultChunkData and
DefaultWorldData
  - Now considered to be an implementation detail; references will be
minimized
- Introduced TileDataStack{,RO}, TileDataReference{,RO}, ChunkData{,RO},
WorldData{,RO} interfaces
  - Suffix -RO indicates Read Only, no suffix means read-write
  - To be used in place of DefaultChunk and DefaultWorld
  - Designed to support wrappers and "fake" implementations
  - May need some refinement (fix return/parameter types, ...)
- Surface world generator is now implemented poorly (WIP)
- Should compile. May work fine. Unless Java inheritance rules have
screwed me over.
2021-07-23 22:46:49 +03:00
OLEGSHA d7afe39f00 Added more generic Contexts. WIP. 2021-07-15 22:26:20 +03:00
OLEGSHA 0264e512ab Merge branch 'master' into addPlanet
Conflicts:
	src/main/java/ru/windcorp/progressia/test/LayerTestGUI.java
	src/main/java/ru/windcorp/progressia/test/TestPlayerControls.java
2021-07-12 16:20:15 +03:00
OLEGSHA e47fb3c4bd Added surface features. Tree generation is currently broken!
- Added SurfaceFeature
  - Used to generate chunk features
- Added SurfaceTopLayerFeature
  - A superclass for features that are only concerned with editing the
surface
- Added grass, temporary bushes and temporary trees
  - Bushes and trees do not generate properly due to bugs
  - Added Test:TemporaryLeaves
- Added SurfaceWorld (a GenericWritableWorld wrapper)
- Added some unit tests for rotation utilities
- Fixed a whole lot of bugs
2021-07-07 17:37:08 +03:00
OLEGSHA eace6733ce Added Menus and cursor visibility management
- Layers now have a CursorPolicy
  - Used to enable/disable cursor based on top layer
- Added a default menu layer implementation
2021-06-28 17:45:49 +03:00
OLEGSHA 085f602427 Panel now has decorations; functionality moved to new superclass Group 2021-06-25 17:33:46 +03:00
OLEGSHA 531a8c99c3 Added CONTRIBUTING.md. Discussion is welcome. 2021-04-27 23:22:48 +03:00
OLEGSHA 6fb7e7fc04 Added SurfaceWorld to facilitate surface feature generation 2021-04-13 15:18:15 +03:00
OLEGSHA 20dccf3d12 Some more refactoring of generic world-related classes. May not compile.
- Added GenericWritableWorld
- Moved static methods from GenericChunk to GenericChunks
- GenericEntity now declares getEntityId()
- GenericWorld now declares getEntity(long)
- Added a lambda-based mapToFaces variations for AbsFace and RelFace
2021-04-09 23:16:08 +03:00
OLEGSHA 32851b8fb0 Added a serverside uptime tick counter 2021-04-09 20:34:47 +03:00
OLEGSHA a95bdf1efe Moved .setBlockRel(...) implementation to GenericWritableChunk 2021-04-09 20:15:07 +03:00
OLEGSHA e0a03cad1d More refactoring of GenericChunk and pals
- Genericized TileReference
- Unified template arguments
2021-04-06 00:36:38 +03:00
OLEGSHA 2532e80f6a Moved some methods from ChunkData to GenericChunk
- Moved some method definitions from ChunkData to GenericChunk
- Moved some method definitions from ChunkData to GenericWritableChunk
- Refactored GenericChunk including changing some method signatures
- Added some documentation for GenericChunk
2021-04-05 17:30:37 +03:00
OLEGSHA 3c3f3816df Fixed a generation issue and refactored some code around WorldGenerators
- ChunkRequestDaemon now attempts to generate requested loaded non-ready
chunks upon discovery
- The server is now only specified once for WorldGenerator
- WorldLogic now actively checks the generation contract
2021-04-02 21:51:52 +03:00
OLEGSHA 2d3d250f92 Renamed Scatter to Feature and added a generation feature interface
- Renamed SurfaceScatterGenerator to SurfaceFeatureGenerator
- Renamed PlanetScatterGenerator to PlanetFeatureGenerator
- Added a very basic interface for adding generation features
- Removed debug leftovers from PlayerManager and VisionManager
2021-04-02 21:29:09 +03:00
OLEGSHA c49fdfa5ff Added a crude music player and fixed a lot of OpenAL stuff
- Game will now play all Vorbis files in music/ directory (at runtime)
  - Random order with random pauses (15 to 60 sec)
  - Force start by pressing M
- Added AudioRegistry for performance
- Speakers now can change data correctly
- Added ResourceReaders
  - Classpath and Filesystem for now
- Added local controls. Use with ControlTriggers.localOf(...)

NB: No actual music files included (yet). Place them in music/ directory
of the game directory (e.g. in <project>/run/music).
2021-03-26 23:51:51 +03:00
OLEGSHA 9d7f69892b Removed unused import and renamed VSYNC to VSync 2021-03-26 21:57:54 +03:00
OLEGSHA 7ecdfdfb4d Added scatter generation logic to TestPlanetGenerator
- Scatter generation is now triggered properly in TestPlanetGenerator
- WorldGenerators are now required to call addChunk() themselves (again)
- ChunkManager now generates loaded chunks that are not ready
- Chunks scheduled for unloading no longer unload if they become
requested while in queue
2021-03-26 21:26:05 +03:00
OLEGSHA 4332a78221 Refactored ChunkManager and EntityManager, added server event bus 2021-03-26 20:26:12 +03:00
OLEGSHA ef572c43c7 Updated documentation for GuavaEventBusHijacker and ReportingEventBus 2021-03-25 17:15:03 +03:00
OLEGSHA f28c765e3f Made Gravity Models configurable with packets 2021-03-15 21:02:33 +03:00
OLEGSHA f4311fb27c Created a bare-bones implementation of the final planet generator
- Added Planet generator
  - Uses temporary generation algorithms
- Added Surface generator
- Added FloatRangeMap
2021-03-15 18:54:53 +03:00
OLEGSHA abd8d9eebb Moved some functionality into WorldGenerator
- WorldGenerators now suggest a spawn location
- WorldGenerators are no longer responsible for adding chunks
2021-02-28 23:31:57 +03:00
OLEGSHA a9a21ce664 Moved planet generation code to its own package 2021-02-28 23:03:23 +03:00
OLEGSHA bd5a1fa04e Added rotating AABBs through lots of pain and suffering
- Collision models now rotate to match entity's general up direction
- Extracted rotation logic from RelRelation into AxisRotations
- Test:PlanetGravityModel is now properly centered
- Fixed some small bugs
2021-02-28 22:55:51 +03:00
OLEGSHA 2d55d4db51 Added a cubic gravity model and fixed some stuff
- Added TestPlanetGenerator and a corresponding gravity model
- Fixed gravity-triggered camera rotation
2021-02-22 15:38:14 +03:00
OLEGSHA d438d2aa14 Linked GravityModel to a WorldGenerator and added GM comms transfer
- WorldData no longer acquires a GravityModel automatically
- On the server, GravityModel is specified by WorldGenerator
- On the client, GravityModel is received from the server via a
PacketSetGravityModel
2021-02-07 01:01:37 +03:00
OLEGSHA d3c5011063 Replaced AbsFace with RelFace or BlockFace where appropriate
- Added BlockFace - a *Face superclass
- Refactored and optimized Rel{Relation, Face}
- Replaced most AbsFace references with BlockFace or RelFace
- Chunks now have an up direction
  - Determined by GravityModel's discrete up
  - Static; cannot change unless chunk is reloaded
  - Chunk models are now rendered rotated accordingly
- Fixed some minor bugs that were somehow revealed by these changes
- Moved TileLogicGrass to .test, where it belongs
- Disabled grass despawn until a new worldgen is implemented
2021-02-07 00:45:43 +03:00
OLEGSHA 10d271059c Added RelRelation and RelFace; added discrete up vector to GravityModel 2021-02-02 18:49:55 +03:00
OLEGSHA acef9d32df Changed packages for relations, renamed Face to ShapePart
- Added BlockRelation as an abstract superclass to existing relations
  - Must be given an absolute "up" direction before use
- Moved AbsFace, AbsRelation and BlockRelation to .world.rels
- Renamed Face to ShapePart to reduce confusion with AbsFace
2021-02-01 19:14:49 +03:00
OLEGSHA 848178b343 Renamed BlockFace and BlockRelation to AbsFace and AbsRelation
- Renamed BlockFace to AbsFace
- Renamed BlockRelation to AbsRelation
- Renamed AbsFace constants using the following scheme:
  POS_X, NEG_Y, etc.
2021-02-01 17:25:07 +03:00
OLEGSHA b1666fa4b9 Fixed a bunch of issues with gravity and implemented gravity changes
Also added DebugGraphics and made VectorUtil comply with the general Vec
contract
2021-01-31 23:34:24 +03:00
OLEGSHAandGitHub eac0a34516 Clarified RAM requirement in README.md 2021-01-30 22:59:01 +03:00
OLEGSHA f9717be412 Switched to using looking-at vectors instead of Euler angles
Also fixed camera jittering and added some vector functions
2021-01-29 23:19:22 +03:00
OLEGSHA 26a35f306c Fixed chunk model updates 2021-01-26 22:21:03 +03:00