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:
@@ -12,44 +12,47 @@ class LevelType;
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class Dimension
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{
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public:
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Level *level;
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LevelType *levelType;
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BiomeSource *biomeSource;
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bool ultraWarm ;
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bool hasCeiling;
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float *brightnessRamp;
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int id;
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static const float MOON_BRIGHTNESS_PER_PHASE[8];
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virtual void init(Level *level);
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Level *level;
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LevelType *levelType;
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wstring levelTypeOptions;
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BiomeSource *biomeSource;
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bool ultraWarm ;
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bool hasCeiling;
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float *brightnessRamp;
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int id;
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virtual void init(Level *level);
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protected:
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virtual void updateLightRamp();
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virtual void init();
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virtual void updateLightRamp();
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virtual void init();
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public:
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Dimension();
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~Dimension();
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virtual ChunkSource *createRandomLevelSource() const;
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virtual ChunkSource *createFlatLevelSource() const;
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virtual ChunkStorage *createStorage(File dir);
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virtual ChunkStorage *createStorage(File dir);
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virtual bool isValidSpawn(int x, int z) const;
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virtual bool isValidSpawn(int x, int z) const;
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virtual float getTimeOfDay(__int64 time, float a) const;
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virtual int getMoonPhase(__int64 time, float a) const;
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virtual float getTimeOfDay(__int64 time, float a) const;
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virtual int getMoonPhase(__int64 time) const;
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virtual bool isNaturalDimension();
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private:
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static const int fogColor = 0xc0d8ff;
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static const int fogColor = 0xc0d8ff;
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float sunriseCol[4];
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float sunriseCol[4];
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public:
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virtual float *getSunriseColor(float td, float a);
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virtual Vec3 *getFogColor(float td, float a) const;
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virtual bool mayRespawn() const;
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static Dimension *getNew(int id);
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virtual float getCloudHeight();
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virtual bool hasGround();
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virtual float *getSunriseColor(float td, float a);
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virtual Vec3 *getFogColor(float td, float a) const;
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virtual bool mayRespawn() const;
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static Dimension *getNew(int id);
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virtual float getCloudHeight();
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virtual bool hasGround();
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virtual Pos *getSpawnPos();
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int getSpawnYPosition();
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