Client will now correctly load list of entities from the server when new chunk is generated General code cleanup and stability fixes
…sane amounts of debug information (to be continued)
…ed the FBO rendering loop Added transparent debug via the AMD_Debug extention
…tweighted Point objects (stack-based pool will be used)
…iles failed to generate correct data.
getCachedChunk can now work in Cluster Sandboxed mode (usual behavior) or free unsandboxed mode (while spawning server entities on client)
Fixed a nasty bug with incorrect entity network packets. Entities will be now automatically generated by package classname on the client side.
BillboardEntityRenderer.java will now correctly render ascii-character with blending in the 3d environment (scaling TBD)
Billboard entity renderer will use FBO-based font texture.
…entity debug code
…ayer entity spawn. Made main classes foolprof from underlying static initialization of game modes.
Conflicts: .idea/workspace.xml I hate this shit honestly
(previously server was trying to register already existing entities)
+ missing gson lib
… on server type. Added simple json serialization mechanism for entity spawning
…lient will also use coords and uid generated by server
Conflicts: NamelessProject3dServer/src/com/nuclearunicorn/negame/server/gameserver/GameServer.java (sometimes i loath git)
…have specific tile implementation. Implemented simple client-server movement event messaging
PC moves to a target player clicked