Merge remote-tracking branch 'origin/main' into kb-mouse-networking-coah

i hate the government and everyone in it
This commit is contained in:
coah
2026-03-03 23:29:48 -06:00
11 changed files with 20 additions and 11 deletions

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@@ -1220,12 +1220,17 @@ void CMinecraftApp::ActionGameSettings(int iPad,eGameSetting eVal)
}
break;
case eGameSetting_Gamma:
#ifdef _WINDOWS64
pMinecraft->options->set(Options::Option::GAMMA, ((float)GameSettingsA[iPad]->ucGamma) / 100.0f);
#else
if(iPad==ProfileManager.GetPrimaryPad())
{
// ucGamma range is 0-100, UpdateGamma is 0 - 32768
float fVal=((float)GameSettingsA[iPad]->ucGamma)*327.68f;
RenderManager.UpdateGamma((unsigned short)fVal);
}
}
#endif
break;
case eGameSetting_Difficulty:

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@@ -1490,7 +1490,7 @@ GDrawTexture * RADLINK UIController::TextureSubstitutionCreateCallback ( void *
// 4J Stu - All our flash controls that allow replacing textures use a special 64x64 symbol
// Force this size here so that our images don't get scaled wildly
#if (defined __ORBIS__ || defined _DURANGO )
#if (defined __ORBIS__ || defined _DURANGO || defined _WINDOWS64 )
*width = 96;
*height = 96;
#else

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@@ -1164,7 +1164,7 @@ void UIScene::externalCallback(IggyExternalFunctionCallUTF16 * call)
void UIScene::registerSubstitutionTexture(const wstring &textureName, PBYTE pbData, DWORD dwLength, bool deleteData)
{
m_registeredTextures[textureName] = deleteData;;
m_registeredTextures[textureName] = deleteData;
ui.registerSubstitutionTexture(textureName, pbData, dwLength);
}

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@@ -191,6 +191,8 @@ UIScene_LoadMenu::UIScene_LoadMenu(int iPad, void *initData, UILayer *parentLaye
else
{
#if defined(__PS3__) || defined(__ORBIS__)|| defined(_DURANGO) || defined (__PSVITA__)
// convert to utf16
uint16_t u16Message[MAX_SAVEFILENAME_LENGTH];

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@@ -49,7 +49,7 @@ UIScene_MainMenu::UIScene_MainMenu(int iPad, void *initData, UILayer *parentLaye
if(ProfileManager.IsFullVersion())
{
m_bTrialVersion=false;
m_buttons[(int)eControl_UnlockOrDLC].init(app.GetString(IDS_DOWNLOADABLECONTENT),eControl_UnlockOrDLC);
m_buttons[(int)eControl_UnlockOrDLC].init(L"LCE Workshop",eControl_UnlockOrDLC);
}
else
{
@@ -180,7 +180,7 @@ void UIScene_MainMenu::handleGainFocus(bool navBack)
if(navBack && ProfileManager.IsFullVersion())
{
// Replace the Unlock Full Game with Downloadable Content
m_buttons[(int)eControl_UnlockOrDLC].setLabel(app.GetString(IDS_DOWNLOADABLECONTENT));
m_buttons[(int)eControl_UnlockOrDLC].setLabel(L"LCE Workshop");
}
#if TO_BE_IMPLEMENTED

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@@ -75,12 +75,7 @@ void EnderDragonRenderer::renderModel(shared_ptr<Entity> _mob, float wp, float w
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 0, 0, 0.5f);
#ifdef __PSVITA__
// AP - not sure that the usecompiled flag is supposed to be false. This makes it really slow on vita. Making it true still seems to look the same
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
#else
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, false);
#endif
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);

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@@ -928,7 +928,7 @@ void GameRenderer::updateLightTexture(float a)
}
}
float brightness = 0.0f; // 4J - TODO - was mc->options->gamma;
float brightness = mc->options->gamma; // 4J - TODO - was mc->options->gamma;
if (_r > 1) _r = 1;
if (_g > 1) _g = 1;
if (_b > 1) _b = 1;

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@@ -1941,7 +1941,12 @@ bool LevelRenderer::updateDirtyChunks()
{
if( (!onlyRebuild) ||
globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
#ifdef _WINDOWS64
( distSq < 96 * 96 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
#else
( distSq < 20 * 20 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
#endif
{
considered++;
// Is this chunk nearer than our nearest?

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@@ -49,6 +49,8 @@ public:
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 448 * 1024 * 1024; // 4J - added - hard limit is 512 so giving a lot of headroom here for fragmentation (have seen 16MB lost to fragmentation in multiplayer crash dump before)
#elif defined __PS3__
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 110 * 1024 * 1024; // 4J - added
#elif defined _WINDOWS64
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 2047 * 1024 * 1024;
#else
static const int MAX_COMMANDBUFFER_ALLOCATIONS = 55 * 1024 * 1024; // 4J - added
#endif