| Commit message (Collapse) | Author | Age | Files | Lines |
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https://files.catbox.moe/909rig.gif
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- I put a cool-sounding "we are number one" remix on repeat and straight
up grinded the entire repository to a better state until 03:09 AM. I
guess I have something wrong in my brain that makes me do this shit
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- Nuked static_assert from almost everywhere in the project
- Nuked binary dependency support. Might add one later though
- Separated dependency headers into a separate include subdirectory
- Grafted a thirdpartylegalnotices.txt generator from RITEG
- Pushed development snapshot version to 2126 (26th week of 2025)
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- Update ImGui to latest release (v1.91.9b)
- Fixup splash using a deprecated ImGui function
- Hide some settings tabs when not available
- Fix sound config values getting trashed whenever sound system cannot
be initialized
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- Hide away threading::submit overload that is meant to only be used
with either a task that has been allocated using "new" or using a
templated overload. Now it's called threading::detail::submit_new
- Removed an unnecessary status check in mesher's Task::finalize impl
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- Updated localization for protocol messages
- Added item registry check into server-side
- Slightly improved how features are stored
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- Closes #4
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- Reworked toggles to use a constant-styled enumerations
- Added TOGGLE_PM_FLIGHT and an according movement mode. Now server-side
just doesn't simulate gravity altogether for players, instead relying
on whatever the client provides which works fine for now. Closes #12
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- Client-side now actually deletes invisible chunks
- Improved world generation to use a second noise generator alongside
changing how caves are generated (ie what noise they use)
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- This fixes bother not working
- Separated client and server splashes
- Added server splashes
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- Just like in Minecraft, by default one would press the F1 key to
toggle HUD elements (including player_target) visibility
- Consequently moved player_target::render back into itself
- Fixed-upped some language key-value pairs
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