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:
@@ -13,6 +13,8 @@ class BrewingStandTile;
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class CauldronTile;
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class EggTile;
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class TheEndPortalFrameTile;
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class RepeaterTile;
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class ComparatorTile;
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class DiodeTile;
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class FireTile;
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class StemTile;
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@@ -21,6 +23,8 @@ class CocoaTile;
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class AnvilTile;
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class FlowerPotTile;
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class WallTile;
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class BeaconTile;
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class HopperTile;
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class Icon;
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class Minecraft;
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@@ -101,6 +105,8 @@ private:
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public:
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bool tesselateTorchInWorld( Tile* tt, int x, int y, int z );
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private:
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bool tesselateRepeaterInWorld(RepeaterTile *tt, int x, int y, int z);
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bool tesselateComparatorInWorld(ComparatorTile *tt, int x, int y, int z);
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bool tesselateDiodeInWorld(DiodeTile *tt, int x, int y, int z);
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void tesselateDiodeInWorld( DiodeTile* tt, int x, int y, int z, int dir );
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static const int FLIP_NONE = 0, FLIP_CW = 1, FLIP_CCW = 2, FLIP_180 = 3;
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@@ -131,6 +137,7 @@ private:
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bool tesselateRailInWorld( RailTile* tt, int x, int y, int z );
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bool tesselateLadderInWorld( Tile* tt, int x, int y, int z );
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bool tesselateVineInWorld( Tile* tt, int x, int y, int z );
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bool tesselateThinPaneInWorld(Tile *tt, int x, int y, int z);
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bool tesselateThinFenceInWorld( ThinFenceTile* tt, int x, int y, int z );
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bool tesselateCrossInWorld( Tile* tt, int x, int y, int z );
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bool tesselateStemInWorld( Tile* _tt, int x, int y, int z );
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@@ -157,40 +164,40 @@ private:
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private:
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bool applyAmbienceOcclusion;
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float ll000, llx00, ll0y0, ll00z, llX00, ll0Y0, ll00Z;
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float llxyz, llxy0, llxyZ, ll0yz, ll0yZ, llXyz, llXy0;
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float llXyZ, llxYz, llxY0, llxYZ, ll0Yz, llXYz, llXY0;
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float ll0YZ, llXYZ, llx0z, llX0z, llx0Z, llX0Z;
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// 4J - brought forward changes from 1.8.2
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int ccx00, cc00z, cc0Y0, cc00Z;
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int ccxyz, ccxy0, ccxyZ, cc0yz, cc0yZ, ccXyz, ccXy0;
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int ccXyZ, ccxYz, ccxY0, ccxYZ, cc0Yz, ccXYz, ccXY0;
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int cc0YZ, ccXYZ, ccx0z, ccX0z, ccx0Z, ccX0Z;
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int blsmooth;
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int tc1, tc2, tc3, tc4; // 4J - brought forward changes from 1.8.2
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float c1r, c2r, c3r, c4r;
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float c1g, c2g, c3g, c4g;
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float c1b, c2b, c3b, c4b;
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bool llTrans0Yz, llTransXY0, llTransxY0, llTrans0YZ;
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bool llTransx0z, llTransX0Z, llTransx0Z, llTransX0z;
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bool llTrans0yz, llTransXy0, llTransxy0, llTrans0yZ;
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public:
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// 4J - brought forward changes from 1.8.2
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// AP - added faceFlags so we can cull earlier
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bool tesselateBlockInWorldWithAmbienceOcclusionTexLighting( Tile* tt, int pX, int pY, int pZ, float pBaseRed,
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float pBaseGreen, float pBaseBlue, int faceFlags );
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private:
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float pBaseGreen, float pBaseBlue, int faceFlags, bool smoothShapeLighting );
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private:
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int blend( int a, int b, int c, int def );
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int blend(int a, int b, int c, int d, double fa, double fb, double fc, double fd);
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public:
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public:
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bool tesselateBlockInWorld( Tile* tt, int x, int y, int z, float r, float g, float b );
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bool tesselateBeaconInWorld( Tile *tt, int x, int y, int z);
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bool tesselateCactusInWorld( Tile* tt, int x, int y, int z );
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bool tesselateCactusInWorld( Tile* tt, int x, int y, int z, float r, float g, float b );
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bool tesselateFenceInWorld( FenceTile* tt, int x, int y, int z );
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bool tesselateWallInWorld(WallTile *tt, int x, int y, int z);
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bool tesselateEggInWorld(EggTile *tt, int x, int y, int z);
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bool tesselateFenceGateInWorld(FenceGateTile *tt, int x, int y, int z);
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bool tesselateHopperInWorld(Tile *tt, int x, int y, int z);
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bool tesselateHopperInWorld(Tile *tt, int x, int y, int z, int data, bool render);
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bool tesselateStairsInWorld( StairTile* tt, int x, int y, int z );
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bool tesselateDoorInWorld( Tile* tt, int x, int y, int z );
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void renderFaceUp( Tile* tt, double x, double y, double z, Icon *tex );
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