feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -46,7 +46,7 @@ MultiPlayerChunkCache::MultiPlayerChunkCache(Level *level)
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for( int z = 0; z < 16; z++ )
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{
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unsigned char tileId = 0;
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if( y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::rock_Id;
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if( y <= ( level->getSeaLevel() - 10 ) ) tileId = Tile::stone_Id;
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else if( y < level->getSeaLevel() ) tileId = Tile::calmWater_Id;
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bytes[x << 11 | z << 7 | y] = tileId;
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@@ -141,16 +141,16 @@ void MultiPlayerChunkCache::drop(int x, int z)
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{
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// 4J Stu - We do want to drop any entities in the chunks, especially for the case when a player is dead as they will
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// not get the RemoveEntity packet if an entity is removed.
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LevelChunk *chunk = getChunk(x, z);
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if (!chunk->isEmpty())
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LevelChunk *chunk = getChunk(x, z);
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if (!chunk->isEmpty())
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{
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// Added parameter here specifies that we don't want to delete tile entities, as they won't get recreated unless they've got update packets
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// The tile entities are in general only created on the client by virtue of the chunk rebuild
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chunk->unload(false);
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chunk->unload(false);
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// 4J - We just want to clear out the entities in the chunk, but everything else should be valid
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chunk->loaded = true;
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}
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}
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}
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LevelChunk *MultiPlayerChunkCache::create(int x, int z)
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@@ -194,9 +194,9 @@ LevelChunk *MultiPlayerChunkCache::create(int x, int z)
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// 4J - changed to use new methods for lighting
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chunk->setSkyLightDataAllBright();
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// Arrays::fill(chunk->skyLight->data, (byte) 255);
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// Arrays::fill(chunk->skyLight->data, (byte) 255);
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}
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chunk->loaded = true;
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LeaveCriticalSection(&m_csLoadCreate);
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@@ -285,13 +285,17 @@ TilePos *MultiPlayerChunkCache::findNearestMapFeature(Level *level, const wstrin
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return NULL;
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}
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void MultiPlayerChunkCache::recreateLogicStructuresForChunk(int chunkX, int chunkZ)
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{
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}
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wstring MultiPlayerChunkCache::gatherStats()
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{
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EnterCriticalSection(&m_csLoadCreate);
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int size = (int)loadedChunkList.size();
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LeaveCriticalSection(&m_csLoadCreate);
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return L"MultiplayerChunkCache: " + _toString<int>(size);
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}
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void MultiPlayerChunkCache::dataReceived(int x, int z)
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