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* Implement node timersdarkrose2012-07-23
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Add ignore_world_load_errors configuration option and provide better error ↵Perttu Ahola2012-06-04
| | | | messages
* NodeMetaRef:{to,from}_table and lua_api.txt additionsPerttu Ahola2012-06-03
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* WIP node metadata, node timersKahrl2012-06-03
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* Remove unnecessary debug outputPerttu Ahola2012-03-29
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* Reduce EnvRef:set_node() time tenfold by postponing the dayNightDiff update ↵Perttu Ahola2012-03-29
| | | | until it is actually needed
* Re-implement and re-tune mapgen v2Perttu Ahola2012-03-27
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* Remove usage of mapgen::add_random_objects(block)Perttu Ahola2012-03-27
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* Remove some debug outputPerttu Ahola2012-03-27
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* Do post-mapgen lighting using the VoxelManipulator-based functions (causes ↵Perttu Ahola2012-03-27
| | | | glitches currently)
* voxalgo::clearLightAndCollectSourcesPerttu Ahola2012-03-27
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* Post-mapgen lighting optimizationPerttu Ahola2012-03-27
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* Make mapgen generate stuff in chunks of 3^3 mapblocksPerttu Ahola2012-03-27
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* Move ClientMap to clientmap.{h,cpp}Perttu Ahola2012-03-16
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* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* Clean up log messages everywherePerttu Ahola2012-03-11
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* Create node metadata when placing nodes againKahrl2012-01-22
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* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
| | | | | | | | - Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
* Print debug stacks to infostream rather than errorstream when placing ↵Perttu Ahola2011-11-29
| | | | CONTENT_IGNORE
* Quick fix to a bug that makes it possible to raise water levels everywhere ↵Perttu Ahola2011-11-29
| | | | with one source
* GenericNodeMetadata and an example furnacePerttu Ahola2011-11-29
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* Replace old active block random node modifying things with actual ↵Perttu Ahola2011-11-29
| | | | ActiveBlockModifiers
* Fix a random commented-out piece of lighting code, altough it doesn't work ↵Perttu Ahola2011-11-29
| | | | any better
* Make map generator as much threaded as possible (not much benefit with ↵Perttu Ahola2011-11-29
| | | | current generator because of small generator chunk size (a single MapBlock))
* Print out number of blocks in memory at unloadPerttu Ahola2011-11-29
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* Don't allow placing CONTENT_IGNORE with Map::setNode() because it is never ↵Perttu Ahola2011-11-29
| | | | useful and is only caused by bugs.
* Make liquid_alternative_* to be stringsPerttu Ahola2011-11-29
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* Store metadata as metadata name in node definitionPerttu Ahola2011-11-29
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* Default to saving stuff more often to minimize lag caused by a single savePerttu Ahola2011-11-29
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* Don't print 'Blocks modified by: ' in Map::timerUpdate if no blocks were writtenPerttu Ahola2011-11-29
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* Don't print all block saves to verbosestream; rather print counts of ↵Perttu Ahola2011-11-29
| | | | distinct modifiers
* Add reason parameter to setModified and print it out to verbosestream when ↵Perttu Ahola2011-11-29
| | | | saving block
* Do not expose CONTENT_* stuff in content_mapnode.h and use a name converter ↵Perttu Ahola2011-11-29
| | | | wrapper in old code
* Node definition namesPerttu Ahola2011-11-29
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* Remove node content-dependent stuff from map.cppPerttu Ahola2011-11-29
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* GameDef compilesPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Allocate MapBlock::m_node_metadata on heap to allow less header bloatPerttu Ahola2011-11-29
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* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
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* Reset block usage timer on client only if it is very probably drawnPerttu Ahola2011-11-08
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* Possible fix to bases of islands/hills getting culled out too earlyPerttu Ahola2011-11-03
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* Tune occlusion culling a bit morePerttu Ahola2011-11-03
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* Tune occlusion culling a bitPerttu Ahola2011-11-03
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* Very simple occlusion cullingPerttu Ahola2011-11-03
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* occlusion culling fix, a little reshaping of map rendering for more useful ↵Perttu Ahola2011-11-02
| | | | profiler output and dynamic profiler text size
* Improve Connection with threading and some kind of congestion controlPerttu Ahola2011-10-20
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* Try to tune fog to work well on high-end machines alsoPerttu Ahola2011-10-18
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* Tune map rendering and related diagnosticsPerttu Ahola2011-10-18
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