Commit message (Collapse) | Author | Age | |
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* | Fixed handling of inventory in creative mode (normal inventory is not ↵ | Perttu Ahola | 2011-07-30 |
| | | | | trashed anymore), fixed mese pick speed, added some forgotten stuff | ||
* | merged jungle and bluish shadows | Perttu Ahola | 2011-07-23 |
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| * | Jungle biome/whatever thing | Perttu Ahola | 2011-07-23 |
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* | | merged the content type extension and delta | Perttu Ahola | 2011-07-23 |
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| * | * refactored liquid transformation code (has some flaws) | Felix Krause | 2011-07-18 |
| | | | | | | | | | | | | 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 Moskopp | 2011-07-14 |
| |\ | | | | | | | | | | | | | | | | Conflicts: data/oerkki1.png src/client.cpp | ||
| * | | * possibly improved water flow, by flyx86 | Nils Dagsson Moskopp | 2011-07-14 |
| | | | | | | | | | | | | | | | | | | - 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. | ||
* | | | extended content-type range | Perttu Ahola | 2011-07-23 |
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* | | initial steps in doing content type extension | Perttu Ahola | 2011-07-02 |
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* | | fixed bug in inventory textures caused from better handling of unknown blocks | Perttu Ahola | 2011-06-27 |
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* | Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and ↵ | Perttu Ahola | 2011-06-17 |
| | | | | content_mapblock.{h,cpp} | ||
* | Moved some mapnode content stuff from mapnode.{h,cpp} and digging property ↵ | Perttu Ahola | 2011-06-17 |
| | | | | stuff from material.cpp to content_mapnode.{h,cpp} | ||
* | Merged CiaranG's fence and fixed two things | Perttu Ahola | 2011-05-24 |
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| * | Added fences (but still needs an icon or something to display in inventory) | Ciaran Gultnieks | 2011-05-24 |
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* | | Some work-in-progress stuff and many comment updates | Perttu Ahola | 2011-05-22 |
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* | Preliminary "active block" stuff + set up test code to grow grass. | Perttu Ahola | 2011-05-22 |
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* | Added glass, with rendering and furnace support. | Ciaran Gultnieks | 2011-05-09 |
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* | Hopefully fixed the bug of huge mineral deposits rarely in seafloor sand | Perttu Ahola | 2011-05-03 |
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* | Removed IrrlichtWrapper | Perttu Ahola | 2011-04-22 |
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* | Furnace is now usable. Added more tools. | Perttu Ahola | 2011-04-05 |
| | | | | | | --HG-- rename : data/tool_stpick.png => data/tool_stonepick.png rename : data/tool_wpick.png => data/tool_woodpick.png | ||
* | initial workings of the furnace | Perttu Ahola | 2011-04-05 |
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* | changed node metadata format to better accomodate future needs and problems | Perttu Ahola | 2011-04-05 |
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* | initial chest metadata | Perttu Ahola | 2011-04-04 |
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* | Node metadata framework | Perttu Ahola | 2011-04-04 |
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* | commit before some more radical changes | Perttu Ahola | 2011-04-03 |
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* | some tidying | Perttu Ahola | 2011-02-21 |
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* | Temporary commit; lots of test code and stuff | Perttu Ahola | 2011-02-21 |
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* | New way of determining the outcome of digging | Perttu Ahola | 2011-02-14 |
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* | new texture stuff quite working | Perttu Ahola | 2011-02-11 |
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* | work-in-progress texture atlas optimization | Perttu Ahola | 2011-02-10 |
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* | bug-fixin' | Perttu Ahola | 2011-02-08 |
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* | added sand to map generator | Perttu Ahola | 2011-02-04 |
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* | a little backwards compatibility with coal | Perttu Ahola | 2011-02-03 |
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* | partly working chunk-based map generator (doesn't save properly, spawn is ↵ | Perttu Ahola | 2011-02-01 |
| | | | | pretty random) | ||
* | server builds now! | Perttu Ahola | 2011-01-28 |
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* | Now texture handling is fast. Also now players are saved on disk. | Perttu Ahola | 2011-01-28 |
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* | Reworked texture, material, mineral and whatever handling | Perttu Ahola | 2011-01-26 |
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* | removed alternative name "pressure" from param2 | Perttu Ahola | 2011-01-25 |
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* | small fixes here and there | Perttu Ahola | 2011-01-24 |
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* | minecraft-style water done (but no texture animation or sound) | Perttu Ahola | 2011-01-17 |
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* | old water removed, some fixes here and there | Perttu Ahola | 2011-01-17 |
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* | Added a more flexible path system (and fixed some minor stuff) | Perttu Ahola | 2011-01-07 |
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* | slight map generation bugs | Perttu Ahola | 2010-12-25 |
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* | minecraft-like crafting | Perttu Ahola | 2010-12-25 |
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* | server starting on port 0 on invalid settings | Perttu Ahola | 2010-12-22 |
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* | crafting system! | Perttu Ahola | 2010-12-22 |
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* | organizing stuff. | Perttu Ahola | 2010-12-21 |
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* | before daynight mesh cache | Perttu Ahola | 2010-12-18 |
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* | before adding day/night lighting | Perttu Ahola | 2010-12-18 |
| | | | | | --HG-- rename : data/light.png => data/cloud.png | ||
* | better graphics, zlib to work on vc++ | Perttu Ahola | 2010-12-14 |
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