Merge origin/dev into reapply/dev-on-upstream-202603082259 - auto-resolved conflicts preferring origin/dev

This commit is contained in:
JuiceyDev
2026-03-08 23:19:14 +01:00
2608 changed files with 305856 additions and 76286 deletions
+23 -15
View File
@@ -518,7 +518,7 @@ void LevelRenderer::renderEntities(Vec3 *cam, Culler *culler, float a)
TileEntityRenderDispatcher::yOff = (player->yOld + (player->y - player->yOld) * a);
TileEntityRenderDispatcher::zOff = (player->zOld + (player->z - player->zOld) * a);
mc->gameRenderer->turnOnLightLayer(a); // 4J - brought forward from 1.8.2
// mc->gameRenderer->turnOnLightLayer(a); // 4J - brought forward from 1.8.2
std::vector<std::shared_ptr<Entity> > entities = level[playerIndex]->getAllEntities();
totalEntities = (int)entities.size();
@@ -600,7 +600,7 @@ void LevelRenderer::renderEntities(Vec3 *cam, Culler *culler, float a)
LeaveCriticalSection(&m_csRenderableTileEntities);
mc->gameRenderer->turnOffLightLayer(a); // 4J - brought forward from 1.8.2
// mc->gameRenderer->turnOffLightLayer(a); // 4J - brought forward from 1.8.2
}
std::wstring LevelRenderer::gatherStats1()
@@ -710,6 +710,8 @@ int LevelRenderer::render(std::shared_ptr<Mob> player, int layer, double alpha,
// sort(sortedChunks[playerIndex]->begin(),sortedChunks[playerIndex]->end(), DistanceChunkSorter(player)); // 4J - removed - not sorting our chunks anymore
}
Lighting::turnOff();
glColor4f(1, 1, 1, 1);
glColor4f(1, 1, 1, 1);
int count = renderChunks(0, (int)chunks[playerIndex].length, layer, alpha);
@@ -740,8 +742,8 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
#if 1
// 4J - cut down version, we're not using offsetted render lists, or a sorted chunk list, anymore
mc->gameRenderer->turnOnLightLayer(alpha); // 4J - brought forward from 1.8.2
std::shared_ptr<Mob> player = mc->cameraTargetPlayer;
// mc->gameRenderer->turnOnLightLayer(alpha); // 4J - brought forward from 1.8.2
shared_ptr<Mob> player = mc->cameraTargetPlayer;
double xOff = player->xOld + (player->x - player->xOld) * alpha;
double yOff = player->yOld + (player->y - player->yOld) * alpha;
double zOff = player->zOld + (player->z - player->zOld) * alpha;
@@ -836,7 +838,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha)
#endif // __PS3__
glPopMatrix();
mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
// mc->gameRenderer->turnOffLightLayer(alpha); // 4J - brought forward from 1.8.2
#else
_renderChunks.clear();
@@ -948,6 +950,7 @@ void LevelRenderer::renderSky(float alpha)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Lighting::turnOff();
glColor4f(1, 1, 1, 1);
glDepthMask(false);
@@ -1020,6 +1023,7 @@ void LevelRenderer::renderSky(float alpha)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Lighting::turnOff();
glColor4f(1, 1, 1, 1);
float *c = level[playerIndex]->dimension->getSunriseColor(level[playerIndex]->getTimeOfDay(alpha), alpha);
if (c != NULL)
@@ -2386,7 +2390,7 @@ void LevelRenderer::setDirty(int x0, int y0, int z0, int x1, int y1, int z1, Lev
dirtyChunksLockFreeStack.Push((int *)(index));
#else
dirtyChunksLockFreeStack.Push((int *)(intptr_t)(index + 2));
dirtyChunksLockFreeStack.Push((int *)(intptr_t)(uintptr_t)(index + 2));
#endif
#ifdef _XBOX
@@ -3246,9 +3250,12 @@ int LevelRenderer::getGlobalIndexForChunk(int x, int y, int z, Level *level)
int LevelRenderer::getGlobalIndexForChunk(int x, int y, int z, int dimensionId)
{
int dimIdx = getDimensionIndexFromId(dimensionId);
int xx = ( x / CHUNK_XZSIZE ) + ( MAX_LEVEL_RENDER_SIZE[dimIdx] / 2 );
int yy = y / CHUNK_SIZE;
int zz = ( z / CHUNK_XZSIZE ) + ( MAX_LEVEL_RENDER_SIZE[dimIdx] / 2 );
//int xx = ( x / CHUNK_XZSIZE ) + ( MAX_LEVEL_RENDER_SIZE[dimIdx] / 2 );
//int yy = y / CHUNK_SIZE;
//int zz = ( z / CHUNK_XZSIZE ) + ( MAX_LEVEL_RENDER_SIZE[dimIdx] / 2 );
int xx = ( Mth::intFloorDiv(x, CHUNK_XZSIZE)) + (MAX_LEVEL_RENDER_SIZE[dimIdx] / 2);
int yy = Mth::intFloorDiv(y, CHUNK_SIZE);
int zz = ( Mth::intFloorDiv(z, CHUNK_XZSIZE)) + (MAX_LEVEL_RENDER_SIZE[dimIdx] / 2);
if( ( xx < 0 ) || ( xx >= MAX_LEVEL_RENDER_SIZE[dimIdx] ) ) return -1;
if( ( zz < 0 ) || ( zz >= MAX_LEVEL_RENDER_SIZE[dimIdx] ) ) return -1;
@@ -3626,12 +3633,13 @@ int LevelRenderer::rebuildChunkThreadProc(LPVOID lpParam)
IntCache::CreateNewThreadStorage();
Tesselator::CreateNewThreadStorage(1024*1024);
RenderManager.InitialiseContext();
Chunk::CreateNewThreadStorage();
Tile::CreateNewThreadStorage();
int index = (size_t)lpParam;
while(true)
Chunk::CreateNewThreadStorage();
Tile::CreateNewThreadStorage();
int index = (int)(uintptr_t)lpParam;
while(true)
{
s_activationEventA[index]->WaitForSignal(INFINITE);