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* * README updated (graphics licensing)Nils Dagsson Moskopp2011-07-20
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* * by popular request, fewer cloudsNils Dagsson Moskopp2011-07-20
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* * README updatedNils Dagsson Moskopp2011-07-19
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* + minetest application iconNils Dagsson Moskopp2011-07-19
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* * initialize liquid_kind properly so compiler does not bitch about itNils Dagsson Moskopp2011-07-19
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* + fake shading for the volumetric cloudsNils Dagsson Moskopp2011-07-19
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* + volumetric clouds (thanks teddydestodes)Nils Dagsson Moskopp2011-07-18
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* final fixes to liquid flow, works now as intendedFelix Krause2011-07-18
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* fixes to liquid transformationFelix Krause2011-07-18
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* fixed refactoring issues // slowed down water flow a bitFelix Krause2011-07-18
| | | | | | | * liquid flow no longer does random things when transformed * if a flowi ng liquid node doesn't have a solid block as neighbor, its spread distan ce is shortened by 1
* * refactored liquid transformation code (has some flaws)Felix Krause2011-07-18
| | | | | | Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits. This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress.
* * Омская птицаNils Dagsson Moskopp2011-07-18
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* * changed GUI to indicate Minetest ΔNils Dagsson Moskopp2011-07-17
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* * README updatedNils Dagsson Moskopp2011-07-16
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* Merge remote-tracking branch 'origin/upstream'Nils Dagsson Moskopp2011-07-16
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| * Attempt to fix a problem with the factory mappings of objects residing in ↵Perttu Ahola2011-07-16
| | | | | | | | different source files than the prototype objects that fill them in
| * Added tag 0.2.20110704_0 for changeset 65263ec55cafPerttu Ahola2011-07-04
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* | * fix automerge regressionNils Dagsson Moskopp2011-07-15
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* | * regression fix, clay occurs again nowNils Dagsson Moskopp2011-07-15
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* | * possibly nicer treesNils Dagsson Moskopp2011-07-15
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* | Merge branch 'upstream/master'Nils Dagsson Moskopp2011-07-14
|\| | | | | | | | | | | Conflicts: data/oerkki1.png src/client.cpp
| * Updated version and changelogPerttu Ahola2011-07-04
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| * Removed tag 0.2.20110704_0Perttu Ahola2011-07-04
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| * Added tag 0.2.20110704_0 for changeset 25aa2021937fPerttu Ahola2011-07-04
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| * initial steps in doing content type extensionPerttu Ahola2011-07-02
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| * made screen go slightly blue when underwaterPerttu Ahola2011-07-01
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| * Fixed objects being sometimes not able to be stored statically in a block ↵Perttu Ahola2011-07-01
| | | | | | | | when block has been unloaded
| * tried to fix block selection in map rendering a bitPerttu Ahola2011-06-27
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| * fixed bug in inventory textures caused from better handling of unknown blocksPerttu Ahola2011-06-27
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| * updated minetest.conf.example and changed client_unload_unused_data_timeout ↵Perttu Ahola2011-06-27
| | | | | | | | default to 600
| * better handling of unknown blocks on clientPerttu Ahola2011-06-27
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| * updated to-do listPerttu Ahola2011-06-27
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| * made dtime jitter compare value and fps calculation a bit faster changingPerttu Ahola2011-06-27
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| * map unloading is now a whole lot betterPerttu Ahola2011-06-27
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| * fixed block unloading from memory (a better fix coming next)Perttu Ahola2011-06-26
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| * Made the initial loading screen slightly more alivePerttu Ahola2011-06-26
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| * added screenshot key F12 (from spongie)Perttu Ahola2011-06-26
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| * Added CPT_FACEDIR_SIMPLE calculation, finally, as figured out by spongiePerttu Ahola2011-06-26
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| * changed one "if" to "else if" in content_mapblock.cppPerttu Ahola2011-06-26
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| * reorganized stuffPerttu Ahola2011-06-26
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| * tuned mapgenPerttu Ahola2011-06-26
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| * changed water color in farmeshPerttu Ahola2011-06-26
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| * updated noise stuffPerttu Ahola2011-06-26
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| * reorganized a lot of stuff and modified mapgen and objects slightly while ↵Perttu Ahola2011-06-26
| | | | | | | | doing it
| * improved player fall damage detectionPerttu Ahola2011-06-26
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| * added and commented out some debug outputPerttu Ahola2011-06-26
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| * even more code refactoringPerttu Ahola2011-06-26
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| * more reorganizing of map codePerttu Ahola2011-06-26
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| * cleaned map stuffPerttu Ahola2011-06-26
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* | * possibly improved water flow, by flyx86Nils Dagsson Moskopp2011-07-14
| | | | | | | | | | | | - When flowing liquid starts to flow down, it stops contributing to its neighboring nodes' liquid level (possibly transforming it back to air) - Flowing liquid turns into a source if there are at least 2 adjacent liquid source nodes - If a new liquid flow reaches existing flowing liquid, the existing liquid is now updated properly.