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* Fix map deserialization and remove old serialization codePerttu Ahola2012-07-23
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* Increase node id/param0 to 16 bits, leaving param2 always with 8 bitsdarkrose2012-07-23
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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* Optimize 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
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* Cleanup (some stuff went wrong when reverting 4-byte mapnodes); fix ↵Kahrl2012-01-22
| | | | legacy_wallmounted
* 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.
* Node place/dig Lua callbacksPerttu Ahola2011-11-29
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* MapNode constructor to allow ndef+namePerttu Ahola2011-11-29
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* Node definition namesPerttu Ahola2011-11-29
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* Clean mapnode.h and fix other files accordinglyPerttu Ahola2011-11-29
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* Completely generalized mesh generation; ContentFeatures serializationPerttu 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
* Clean headers a bitPerttu Ahola2011-11-29
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* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
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* Fix water-glass and water-lava surfacesPerttu Ahola2011-11-08
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* Make water invisible next to underwater glassPerttu Ahola2011-11-05
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* ...Make the the server buildable again after the last commitPerttu Ahola2011-10-18
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* Automate texture listing for texture atlas makingPerttu Ahola2011-10-18
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* 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.
* | 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.
* Lava is now better visible inside water. (a crappy hack)Perttu Ahola2011-08-23
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* Viscous fluidsGiuseppe Bilotta2011-08-16
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* Use defines for liquid levelsGiuseppe Bilotta2011-08-16
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* tuned lava/universal damage codePerttu Ahola2011-08-15
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* lava!Perttu Ahola2011-08-15
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* MapNode is a struct, not a classGiuseppe Bilotta2011-08-05
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* Ladders implemented!Mark Holmquist2011-08-01
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* Merge remote-tracking branch 'origin/upstream'Nils Dagsson Moskopp2011-07-31
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| * Fixed handling of inventory in creative mode (normal inventory is not ↵Perttu Ahola2011-07-30
| | | | | | | | trashed anymore), fixed mese pick speed, added some forgotten stuff
* | Merge remote-tracking branch 'origin/upstream'Nils Dagsson Moskopp2011-07-30
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| * merged jungle and bluish shadowsPerttu Ahola2011-07-23
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| | * Jungle biome/whatever thingPerttu Ahola2011-07-23
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| * merged the content type extension and deltaPerttu Ahola2011-07-23
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| * extended content-type rangePerttu Ahola2011-07-23
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* | * refactored liquid transformation code (has some flaws)Felix Krause2011-07-18
| | | | | | | | | | | | Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits. This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress.
* | Merge branch 'upstream/master'Nils Dagsson Moskopp2011-07-14
|\| | | | | | | | | | | Conflicts: data/oerkki1.png src/client.cpp
| * initial steps in doing content type extensionPerttu Ahola2011-07-02
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| * fixed bug in inventory textures caused from better handling of unknown blocksPerttu Ahola2011-06-27
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* | * possibly improved water flow, by flyx86Nils Dagsson Moskopp2011-07-14
|/ | | | | | - When flowing liquid starts to flow down, it stops contributing to its neighboring nodes' liquid level (possibly transforming it back to air) - Flowing liquid turns into a source if there are at least 2 adjacent liquid source nodes - If a new liquid flow reaches existing flowing liquid, the existing liquid is now updated properly.
* Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and ↵Perttu Ahola2011-06-17
| | | | content_mapblock.{h,cpp}
* Moved some mapnode content stuff from mapnode.{h,cpp} and digging property ↵Perttu Ahola2011-06-17
| | | | stuff from material.cpp to content_mapnode.{h,cpp}
* Merged CiaranG's fence and fixed two thingsPerttu Ahola2011-05-24
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| * Added fences (but still needs an icon or something to display in inventory)Ciaran Gultnieks2011-05-24
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* | Some work-in-progress stuff and many comment updatesPerttu Ahola2011-05-22
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* Preliminary "active block" stuff + set up test code to grow grass.Perttu Ahola2011-05-22
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