Block selection Chunk de/compression now uses internal buffer directly (0-copy) Optimized Chunk vertices list order (faster vert access from GPU cache) F5 Debug info: added triangle count Implemented ladder climb Road + jump pad makes you jump farther Fixed bad fog color blending (alpha-channel) Changed LZFX and enet compilation to Release, -O3
20 lines
450 B
C++
20 lines
450 B
C++
#include "GlobalProperties.hpp"
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namespace Diggler {
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bool GlobalProperties::IsClient = true;
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bool GlobalProperties::IsServer = false;
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const char *GlobalProperties::DefaultServerHost = "localhost";
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const int GlobalProperties::DefaultServerPort = 17425;
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const unsigned int GlobalProperties::PlayerNameMaxLen = 30;
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char *GlobalProperties::PlayerName = nullptr;
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bool GlobalProperties::IsSoundEnabled = true;
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int GlobalProperties::UIScale = 2;
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}
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