diff --git a/assets/Config/settings.json b/assets/Config/settings.json index 284fa0a4..bc1b2916 100644 --- a/assets/Config/settings.json +++ b/assets/Config/settings.json @@ -13,7 +13,7 @@ "graphicsPerformanceEnableVSync" : false, "graphicsPerformanceDrawShadows" : true, "graphicsPerformanceOIT" : true, - "graphicsPerformanceEnableFoliageManager" : false, + "graphicsPerformanceEnableFoliageManager" : true, "graphicsViewRange" : 20000.0, "renderResolutionX": 1920, diff --git a/assets/Models/items/weapons/shovel1.glb b/assets/Models/items/weapons/shovel1.glb index df2e260f..a5e5d917 100644 Binary files a/assets/Models/items/weapons/shovel1.glb and b/assets/Models/items/weapons/shovel1.glb differ diff --git a/assets/Models/items/weapons/shovel1.png b/assets/Models/items/weapons/shovel1.png new file mode 100644 index 00000000..3ce14f26 Binary files /dev/null and b/assets/Models/items/weapons/shovel1.png differ diff --git a/assets/Models/items/weapons/texturemap.json b/assets/Models/items/weapons/texturemap.json new file mode 100644 index 00000000..fd8a4ac7 --- /dev/null +++ b/assets/Models/items/weapons/texturemap.json @@ -0,0 +1,11 @@ +{ + "textureMap": { + "Models/items/weapons/shovel1.glb": [ + { + "meshName" : "Cylinder", + "diffuse" : "/Models/items/weapons/shovel1.png", + "isDefault" : true + } + ] + } +} \ No newline at end of file diff --git a/docs/src/progress/renderertodo.md b/docs/src/progress/renderertodo.md index eacc919a..12be9808 100644 --- a/docs/src/progress/renderertodo.md +++ b/docs/src/progress/renderertodo.md @@ -1024,6 +1024,9 @@ Item data refactor to make it recursive Loot pool data definition Implement items dropping from entities on death Officially mark transvoxel algo as solved +Fix shovel not having texture +Re-enable foliage manager +Fix chunk value lookup @@ -1054,7 +1057,6 @@ Implement gadgets - Crafting Menu - Recipe definitions - Reagent items - - Hover-over Tooltip for items in inventory Ability to fully reload game engine state without exiting client @@ -1083,10 +1085,6 @@ Startup Performance - Allow texture map to bind multiple model paths to a single set of mesh->textures - Cache texture atlas for terrain - Separate thread loads non-critical assets async while on title menu, but blocks main game display until completed - - Voxel caching and compression over network - - Easiest one is if sending all air, send single byte - - Proactively send chunks on player loading in (ie, send all chunks that are all air before its even requested) - - Also send all 'dirt' or 'stone' chunks Scripting enhancements - setTimeout diff --git a/src/main/java/electrosphere/client/terrain/cache/ChunkData.java b/src/main/java/electrosphere/client/terrain/cache/ChunkData.java index 991759e5..e208823b 100644 --- a/src/main/java/electrosphere/client/terrain/cache/ChunkData.java +++ b/src/main/java/electrosphere/client/terrain/cache/ChunkData.java @@ -202,6 +202,9 @@ public class ChunkData { * @return The type of the specified voxel */ public int getType(int localX, int localY, int localZ){ + if(this.homogenousValue != ChunkData.NOT_HOMOGENOUS){ + return this.homogenousValue; + } return voxelType[localX][localY][localZ]; }