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* Raise the player fall damage threshold to a much more fun levelPerttu Ahola2012-03-29
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* Dynamic sky, fog and cloud colors; sun and moonPerttu Ahola2012-03-18
* Move ClientMap to clientmap.{h,cpp}Perttu Ahola2012-03-16
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light,...Kahrl2012-03-15
* Clean up log messages everywherePerttu Ahola2012-03-11
* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
* Players stay in environment even when dead, damage flash and fall damage fixesKahrl2012-02-05
* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
* Limit range of ABM timer initial value randomizationPerttu Ahola2012-01-03
* Initialize ABM timer to random value to spread processingPerttu Ahola2012-01-02
* Fix ABM trigger chance being often way too highPerttu Ahola2012-01-02
* Add EnvRef:get_objects_inside_radius(pos, radius)Perttu Ahola2011-12-28
* Add ABM required neighbor checkPerttu Ahola2011-12-03
* Fix player double damagePerttu Ahola2011-12-02
* Move ServerRemotePlayer to a separate filePerttu Ahola2011-12-02
* Make players be again visible from a long distancePerttu Ahola2011-12-02
* Players are more like objects + related stuffPerttu Ahola2011-12-01
* Player-is-SAO WIPPerttu Ahola2011-12-01
* Add ServerActiveObject::removingFromEnvironment()Perttu Ahola2011-12-01
* Fix player getting reset to 0,0 at connect if being far from 0,0Perttu Ahola2011-11-30
* Fix active_object_count and active_object_count_wider not getting updated bet...Perttu Ahola2011-11-29
* Silly MSVC doesn't know how to handle type conversions for parameters of pow(...Perttu Ahola2011-11-29
* Comment out debug output in ServerEnvironment::activateBlockPerttu Ahola2011-11-29
* Handle ActiveBlockModifier intervals properly, down to 1sPerttu Ahola2011-11-29
* Replace old active block random node modifying things with actual ActiveBlock...Perttu Ahola2011-11-29
* Make blocks to be loaded from disk when the active block area reaches themPerttu Ahola2011-11-29
* Fix player getting thrown underground after connectingPerttu Ahola2011-11-29
* Make lighting update occur immediately after ClientActiveObject addition to m...Perttu Ahola2011-11-29
* Optimize active block modifier stuff (was left horribly unoptimized after mak...Perttu Ahola2011-11-29
* Add node definitions in Lua and do not use content_mapnode_init anymore (exce...Kahrl2011-11-29
* Add reason parameter to setModified and print it out to verbosestream when sa...Perttu Ahola2011-11-29
* Do not expose CONTENT_* stuff in content_mapnode.h and use a name converter w...Perttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Allocate MapBlock::m_node_metadata on heap to allow less header bloatPerttu Ahola2011-11-29
* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
* Scripting WIP: Add global environment step function on_stepPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Fix object duplication bugPerttu Ahola2011-10-18
* Add /clearobjectsPerttu Ahola2011-10-18
* Made a scheme to get rid of the objects in the worst object flooded blocksPerttu Ahola2011-10-17
* Attempt to fix objects getting multiplicated by objects getting deactivated i...Perttu Ahola2011-10-17
* Add a log message to SEnv and make it load objects if there are < 51 of them,...Perttu Ahola2011-10-17
* Workaround for blocks having a huge amount of active objects; add log message...Perttu Ahola2011-10-17
* Improve active object handling log outputceleron552011-10-17
* Some more profiler stuff to get the hang on what really uses CPUPerttu Ahola2011-10-16