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path: root/src/map.cpp
Commit message (Expand)AuthorAge
* Implement node timersdarkrose2012-07-23
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Add ignore_world_load_errors configuration option and provide better error me...Perttu Ahola2012-06-04
* NodeMetaRef:{to,from}_table and lua_api.txt additionsPerttu Ahola2012-06-03
* WIP node metadata, node timersKahrl2012-06-03
* Remove unnecessary debug outputPerttu Ahola2012-03-29
* Reduce EnvRef:set_node() time tenfold by postponing the dayNightDiff update u...Perttu Ahola2012-03-29
* Re-implement and re-tune mapgen v2Perttu Ahola2012-03-27
* Remove usage of mapgen::add_random_objects(block)Perttu Ahola2012-03-27
* Remove some debug outputPerttu Ahola2012-03-27
* Do post-mapgen lighting using the VoxelManipulator-based functions (causes gl...Perttu Ahola2012-03-27
* voxalgo::clearLightAndCollectSourcesPerttu Ahola2012-03-27
* Post-mapgen lighting optimizationPerttu Ahola2012-03-27
* Make mapgen generate stuff in chunks of 3^3 mapblocksPerttu Ahola2012-03-27
* 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
* Create node metadata when placing nodes againKahrl2012-01-22
* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
* Print debug stacks to infostream rather than errorstream when placing CONTENT...Perttu Ahola2011-11-29
* Quick fix to a bug that makes it possible to raise water levels everywhere wi...Perttu Ahola2011-11-29
* GenericNodeMetadata and an example furnacePerttu Ahola2011-11-29
* Replace old active block random node modifying things with actual ActiveBlock...Perttu Ahola2011-11-29
* Fix a random commented-out piece of lighting code, altough it doesn't work an...Perttu Ahola2011-11-29
* Make map generator as much threaded as possible (not much benefit with curren...Perttu Ahola2011-11-29
* Print out number of blocks in memory at unloadPerttu Ahola2011-11-29
* Don't allow placing CONTENT_IGNORE with Map::setNode() because it is never us...Perttu Ahola2011-11-29
* Make liquid_alternative_* to be stringsPerttu Ahola2011-11-29
* Store metadata as metadata name in node definitionPerttu Ahola2011-11-29
* Default to saving stuff more often to minimize lag caused by a single savePerttu Ahola2011-11-29
* Don't print 'Blocks modified by: ' in Map::timerUpdate if no blocks were writtenPerttu Ahola2011-11-29
* Don't print all block saves to verbosestream; rather print counts of distinct...Perttu Ahola2011-11-29
* 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
* Node definition namesPerttu Ahola2011-11-29
* Remove node content-dependent stuff from map.cppPerttu 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
* Reset block usage timer on client only if it is very probably drawnPerttu Ahola2011-11-08
* Possible fix to bases of islands/hills getting culled out too earlyPerttu Ahola2011-11-03
* Tune occlusion culling a bit morePerttu Ahola2011-11-03
* Tune occlusion culling a bitPerttu Ahola2011-11-03
* Very simple occlusion cullingPerttu Ahola2011-11-03
* occlusion culling fix, a little reshaping of map rendering for more useful pr...Perttu Ahola2011-11-02
* Improve Connection with threading and some kind of congestion controlPerttu Ahola2011-10-20
* Try to tune fog to work well on high-end machines alsoPerttu Ahola2011-10-18
* Tune map rendering and related diagnosticsPerttu Ahola2011-10-18