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path: root/src/map.cpp
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* 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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* Add /clearobjectsPerttu Ahola2011-10-18
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* Add some rendering statistics to profilerPerttu Ahola2011-10-17
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* Fix chest not working after walked away and came backPerttu Ahola2011-10-17
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* Fix map delete on windows (concatenate paths correctly with / or \ depending ↵Perttu Ahola2011-10-16
| | | | on OS)
* Use the logger; also, default to not showing much crap in console. Use ↵Perttu Ahola2011-10-16
| | | | --info-on-stderr to enable crap.
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
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* Merge remote-tracking branch 'marktraceur/master'Perttu Ahola2011-09-26
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| * Adding (most) of the sapling functionality. It has yet to work, since ↵Mark Holmquist2011-09-23
| | | | | | | | MEET_OTHER was not implemented at the time of this commit. Hopefully it will work when merged with celeron's latest.
* | Merge branch 'view_bobbing_and_vielded_tool'Perttu Ahola2011-09-26
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| * | trying something else... also replaced M_PI by PI everywhereKahrl2011-09-08
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| * | Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl2011-09-08
| | | | | | | | | | | | camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
| * | Removed unused camera_position and camera_direction fields from Client. ↵Kahrl2011-09-07
| |/ | | | | | | Moved ClientEnvironment::drawPostFx to ClientMap::renderPostFx -- this will make the camera management classes easier to write, as ClientMap already knows the camera position but ClientEnvironment doesn't and has to be told about it. This also eliminates the need for Client::getEnv(). Made the post effect color a content feature defined in content_mapnode.h.
* | remove content_* things from map.cppdarkrose2011-09-23
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* | added locking chests - clean patchdarkrose2011-09-22
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* Remove block file from disk when saved to databasePerttu Ahola2011-09-06
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* Speed up periodical map unloading by moving beginSave() and endSave() to ↵Perttu Ahola2011-09-06
| | | | outer loop in Map::timerUpdate()
* Merge remote-tracking branch 'queatz/sqlite-map'Perttu Ahola2011-09-06
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| * These numbers were well exceeding 2^32...JacobF2011-09-04
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| * Initial sqlite3 maps.JacobF2011-09-02
| | | | | | | | | | * The map will reside in world/map.sqlite * It will load from the sectors folder but will not save there
* | allow specifying a fixed seed in the config file for generating the map ↵Kahrl2011-09-06
|/ | | | (fixed_map_seed)
* Hopefully fix 'dangling water'Giuseppe Bilotta2011-08-22
| | | | | If a block has (at least visible) liquids, the block below should also be flowed in.
* Flowing lava updates lightingPerttu Ahola2011-08-22
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* Optimize for viscosity 1Giuseppe Bilotta2011-08-16
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* Viscous fluidsGiuseppe Bilotta2011-08-16
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* Make sure all neighbors of changed fluids are activatedGiuseppe Bilotta2011-08-16
| | | | | This should fix the remaining cases of fluid not advancing or not retreating.
* Let the liquids flow in the openGiuseppe Bilotta2011-08-16
| | | | No need to curb their spread artificially.