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authorPerttu Ahola <celeron55@gmail.com>2011-04-04 11:18:14 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-04-04 11:18:14 +0300
commit9e683fff50ba4fef407613adf8407b31adca4596 (patch)
tree8dcb826fdaeeffbf6c5e781e59e22084c1bee736 /src/main.cpp
parenta9f89fb3fb72a57828ebceaeb4b469a005c11541 (diff)
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initial chest metadata
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp34
1 files changed, 3 insertions, 31 deletions
diff --git a/src/main.cpp b/src/main.cpp
index c9099f69b..6bcd7f5ac 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -200,41 +200,13 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
* Make a small history check to transformLiquids to detect and log
continuous oscillations, in such detail that they can be fixed.
-TODO: When player dies, throw items on map
+TODO: Player health points
+ - When player dies, throw items on map
Objects:
--------
-TODO: There has to be some better way to handle static objects than to
- send them all the time. This affects signs and item objects.
-SUGG: Signs could be done in the same way as torches. For this, blocks
- need an additional metadata field for the texts
- - This is also needed for item container chests
-
-Block object server side:
- - A "near blocks" buffer, in which some nearby blocks are stored.
- - For all blocks in the buffer, objects are stepped(). This
- means they are active.
- - A global active buffer is needed for the server
- - A timestamp to blocks
- - All blocks going in and out of the buffer are recorded.
- - For outgoing blocks, timestamp is written.
- - For incoming blocks, time difference is calculated and
- objects are stepped according to it.
-
-- When an active object goes far from a player, either delete
- it or store it statically.
-- When a statically stored active object comes near a player,
- recreate the active object
-
-* Continue making the scripting system:
- * Make updateNodeMesh for a less verbose mesh update on add/removenode
- * Switch to using a safe way for the self and env pointers
- * Make some global environment hooks, like node placed and general
- on_step()
-* Add a global Lua spawn handler and such
-* Get rid of MapBlockObjects
-* Other players could be sent to clients as LuaCAOs
+TODO: Get rid of MapBlockObjects
Map:
----