re-enable foliage manager
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@ -13,7 +13,7 @@
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"graphicsPerformanceEnableVSync" : false,
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"graphicsPerformanceEnableVSync" : false,
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"graphicsPerformanceDrawShadows" : true,
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"graphicsPerformanceDrawShadows" : true,
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"graphicsPerformanceOIT" : true,
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"graphicsPerformanceOIT" : true,
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"graphicsPerformanceEnableFoliageManager" : false,
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"graphicsPerformanceEnableFoliageManager" : true,
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"graphicsViewRange" : 20000.0,
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"graphicsViewRange" : 20000.0,
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"renderResolutionX": 1920,
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"renderResolutionX": 1920,
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assets/Models/items/weapons/shovel1.png
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BIN
assets/Models/items/weapons/shovel1.png
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After Width: | Height: | Size: 905 KiB |
11
assets/Models/items/weapons/texturemap.json
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11
assets/Models/items/weapons/texturemap.json
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@ -0,0 +1,11 @@
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{
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"textureMap": {
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"Models/items/weapons/shovel1.glb": [
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{
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"meshName" : "Cylinder",
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"diffuse" : "/Models/items/weapons/shovel1.png",
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"isDefault" : true
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}
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]
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}
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}
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@ -1024,6 +1024,9 @@ Item data refactor to make it recursive
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Loot pool data definition
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Loot pool data definition
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Implement items dropping from entities on death
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Implement items dropping from entities on death
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Officially mark transvoxel algo as solved
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Officially mark transvoxel algo as solved
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Fix shovel not having texture
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Re-enable foliage manager
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Fix chunk value lookup
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@ -1054,7 +1057,6 @@ Implement gadgets
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- Crafting Menu
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- Crafting Menu
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- Recipe definitions
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- Recipe definitions
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- Reagent items
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- Reagent items
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- Hover-over Tooltip for items in inventory
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Ability to fully reload game engine state without exiting client
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Ability to fully reload game engine state without exiting client
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@ -1083,10 +1085,6 @@ Startup Performance
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- Allow texture map to bind multiple model paths to a single set of mesh->textures
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- Allow texture map to bind multiple model paths to a single set of mesh->textures
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- Cache texture atlas for terrain
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- Cache texture atlas for terrain
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- Separate thread loads non-critical assets async while on title menu, but blocks main game display until completed
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- Separate thread loads non-critical assets async while on title menu, but blocks main game display until completed
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- Voxel caching and compression over network
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- Easiest one is if sending all air, send single byte
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- Proactively send chunks on player loading in (ie, send all chunks that are all air before its even requested)
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- Also send all 'dirt' or 'stone' chunks
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Scripting enhancements
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Scripting enhancements
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- setTimeout
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- setTimeout
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@ -202,6 +202,9 @@ public class ChunkData {
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* @return The type of the specified voxel
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* @return The type of the specified voxel
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*/
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*/
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public int getType(int localX, int localY, int localZ){
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public int getType(int localX, int localY, int localZ){
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if(this.homogenousValue != ChunkData.NOT_HOMOGENOUS){
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return this.homogenousValue;
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}
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return voxelType[localX][localY][localZ];
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return voxelType[localX][localY][localZ];
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}
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}
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