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path: root/src/map.h
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* Actually fix weatherkwolekr2013-11-17
| | | | The real problem was that MapBlocks were not activated before getting sent to the client
* Weather: Clean up getHeat/getHumidity somewhatkwolekr2013-09-16
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* Add license headers and remove useless includesKahrl2013-09-10
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* Add dummy and LevelDB database backendsIlya Zhuravlev2013-09-09
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Decoration: Fix schematic probability mess with new MTS file versionkwolekr2013-08-11
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* Weather supportproller2013-07-27
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* Fix issue of VManip occasionally not blitting back blocks, and pitch black ↵kwolekr2013-06-27
| | | | lighting bug
* Add LuaVoxelManipkwolekr2013-06-27
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* Add and implement setting max_clearobjects_extra_loaded_blocks.Kahrl2013-06-03
| | | | | Now Environment::clearAllObjects() unloads unused blocks in an interval defined by max_clearobjects_extra_loaded_blocks (default 4096).
* Set of changes to build mineTest using Visual Studio 11.0. These affectMukul Sati2013-03-24
| | | | | | | | | | | | | the following: 1. String concatenation in guiMainMenu.cpp - it is required for all individual strings to be of the same type <unicode/non-unicode>; adding explicit L qualifier before the other strings. 2. Correcting type of BlockMakeData to struct in place of class forward declarations. This information is used for name decoration by Visual Studio, leading to linker errors in case of mismatches. 3. Windows headers define max as a macro somewhere, leading to a compile time error in profiler.h; using () around function to prevent macro match from occurring.
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Merge pull request #482 from proller/liquidkwolekr2013-02-25
|\ | | | | finite liquid
| * new adjustable finite liquidproller2013-02-24
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* | Misc. cleanup and minor fixeskwolekr2013-02-25
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* | Add multi-Emerge thread supportkwolekr2013-02-25
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* | Add emerge.cpp, initial EmergeThread changeskwolekr2013-02-25
| | | | | | | | | | | | | | - Neatly placed all emerge related code into a new file, emerge.cpp - Greatly cleaned up the code in EmergeThread::Thread() - Reworked Emerge queue. Now an actual std::queue of v3s16 block positions - Removed the completely unnecessary map of peer ids requesting blocks
* | Update Copyright YearsSfan52013-02-24
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* | Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Make mapgen factory setup more elegant, add mapgen_v6.hkwolekr2013-01-23
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* Finish and clean up mapgen configurationkwolekr2013-01-21
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* The new mapgen, noise functions, et al.kwolekr2013-01-21
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* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
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* Implement node timersdarkrose2012-07-23
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* Optimize headersPerttu Ahola2012-06-17
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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
* WIP node metadata, node timersKahrl2012-06-03
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* Area-based MapEditEvent ignore and that put to use for on_generate tooPerttu 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
* 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
* 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.
* Replace old active block random node modifying things with actual ↵Perttu Ahola2011-11-29
| | | | ActiveBlockModifiers
* Clean mapnode.h and fix other files accordinglyPerttu 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
* Add /clearobjectsPerttu Ahola2011-10-18
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* Fix chest not working after walked away and came backPerttu Ahola2011-10-17
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* Merge branch 'view_bobbing_and_vielded_tool'Perttu Ahola2011-09-26
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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.
* | added locking chests - clean patchdarkrose2011-09-22
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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
* Fixed objects being sometimes not able to be stored statically in a block ↵Perttu Ahola2011-07-01
| | | | when block has been unloaded
* 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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* even more code refactoringPerttu Ahola2011-06-26
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* more reorganizing of map codePerttu Ahola2011-06-26
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