Downgrade OpenGL to 3.3 since no 4.0+ features were used
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1de2b4c167
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123573e056
@ -173,8 +173,8 @@ class StarboundClient : Closeable {
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GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE)
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GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE)
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GLFW.glfwWindowHint(GLFW.GLFW_RESIZABLE, GLFW.GLFW_TRUE)
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GLFW.glfwWindowHint(GLFW.GLFW_RESIZABLE, GLFW.GLFW_TRUE)
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GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MAJOR, 4)
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GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MAJOR, 3)
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GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MINOR, 6)
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GLFW.glfwWindowHint(GLFW.GLFW_CONTEXT_VERSION_MINOR, 3)
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GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_PROFILE, GLFW.GLFW_OPENGL_CORE_PROFILE)
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GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_PROFILE, GLFW.GLFW_OPENGL_CORE_PROFILE)
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window = GLFW.glfwCreateWindow(800, 600, "KStarbound", MemoryUtil.NULL, MemoryUtil.NULL)
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window = GLFW.glfwCreateWindow(800, 600, "KStarbound", MemoryUtil.NULL, MemoryUtil.NULL)
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@ -843,7 +843,6 @@ class StarboundClient : Closeable {
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ensureSameThread()
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ensureSameThread()
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var diff = nextRender - System.nanoTime()
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var diff = nextRender - System.nanoTime()
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var yields = 0
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// try to sleep until next frame as precise as possible
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// try to sleep until next frame as precise as possible
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while (diff > 0L) {
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while (diff > 0L) {
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@ -851,7 +850,6 @@ class StarboundClient : Closeable {
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LockSupport.parkNanos(1_000_000L)
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LockSupport.parkNanos(1_000_000L)
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} else {
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} else {
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Thread.yield()
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Thread.yield()
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yields++
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}
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}
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diff = nextRender - System.nanoTime()
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diff = nextRender - System.nanoTime()
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@ -90,7 +90,7 @@ class ClientWorld(
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val tile = view.getTile(x, y) ?: continue
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val tile = view.getTile(x, y) ?: continue
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val material = tile.material
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val material = tile.material
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if (material != null && !material.isMeta) {
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if (!material.isMeta) {
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client.tileRenderers.getMaterialRenderer(material.materialName).tesselate(tile, view, meshes, Vector2i(x, y), background = isBackground)
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client.tileRenderers.getMaterialRenderer(material.materialName).tesselate(tile, view, meshes, Vector2i(x, y), background = isBackground)
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}
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}
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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uniform vec4 color;
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uniform vec4 color;
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out vec4 color_out;
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out vec4 color_out;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec2 pos;
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layout (location = 0) in vec2 pos;
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uniform mat4 transform;
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uniform mat4 transform;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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in vec4 finalVertexColor;
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in vec4 finalVertexColor;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec2 vertexPos;
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layout (location = 0) in vec2 vertexPos;
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layout (location = 1) in vec4 vertexColor;
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layout (location = 1) in vec4 vertexColor;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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in vec2 uv_out;
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in vec2 uv_out;
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out vec4 color_out;
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out vec4 color_out;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec2 pos;
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 uv_in;
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layout (location = 1) in vec2 uv_in;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 color;
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uniform vec4 color;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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in vec2 oUVCoords;
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in vec2 oUVCoords;
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out vec4 resultColor;
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out vec4 resultColor;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec2 vertexPos;
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layout (location = 0) in vec2 vertexPos;
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layout (location = 1) in vec2 uvCoords;
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layout (location = 1) in vec2 uvCoords;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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out vec4 resultColor;
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out vec4 resultColor;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec2 vertexPos;
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layout (location = 0) in vec2 vertexPos;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 color;
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uniform vec4 color;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec3 pos;
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 uv_in;
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layout (location = 1) in vec2 uv_in;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec2 pos;
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 uv_in;
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layout (location = 1) in vec2 uv_in;
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@ -1,5 +1,5 @@
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#version 460
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#version 330
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layout (location = 0) in vec3 pos;
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 uv_in;
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layout (location = 1) in vec2 uv_in;
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