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* Time: Change old `u32` timestamps to 64-bit (#5818)SmallJoker2017-05-26
* Remove some old dead code. Fix some Clang warnings in SRP (ng->N... willLoic Blot2015-07-24
* Optimise MapBlockMesh related functionsgregorycu2015-02-23
* Create empty default constructor for MapNodeCraig Robbins2015-01-18
* Add VoxelArea::hasEmptyExtentunknown2015-01-13
* VoxelManipulator: Remove unnecessary deallocation stepskwolekr2014-12-27
* Large increase in performanceCraig Robbins2014-12-24
* Use std::string::empty() instead of size() where applicableAnton2014-12-12
* Optimise VoxelManipulator::copyFromCraig Robbins2014-12-04
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-21
* Remove emerge and speedup addArea by using memcopy instead of one by one assi...sapier2014-06-23
* Use memset for flag initialization (compiler optimization is way better)sapier2014-06-23
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Fix nearly all warningskwolekr2013-05-19
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Fix most walled-off caveskwolekr2013-02-25
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Implement propagateSunlight for VoxelManipulatorPerttu Ahola2012-03-27
* Optimize lighting by a tiny bitPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* extended content-type rangePerttu Ahola2011-07-23
* Moved some mapnode content stuff from mapnode.{h,cpp} and digging property st...Perttu Ahola2011-06-17
* partly working chunk-based map generator (doesn't save properly, spawn is pre...Perttu Ahola2011-02-01
* map generation framework under development... not quite operational at this p...Perttu Ahola2011-01-30
* Reworked texture, material, mineral and whatever handlingPerttu Ahola2011-01-26
* removed alternative name "pressure" from param2Perttu Ahola2011-01-25
* Faster lighting at map generation timePerttu Ahola2011-01-24
* commented out old water stuffPerttu Ahola2011-01-24
* old water removed, some fixes here and therePerttu Ahola2011-01-17
* working goodPerttu Ahola2010-12-26
* some work-in-progressPerttu Ahola2010-12-22
* organizing stuff.Perttu Ahola2010-12-21
* framework for modifying texturesPerttu Ahola2010-12-20
* day/night working client sidePerttu Ahola2010-12-19
* before daynight mesh cachePerttu Ahola2010-12-18
* little fixesPerttu Ahola2010-12-14
* working nicelyPerttu Ahola2010-12-13
* starting to separate "material" to "content" and "tile"Perttu Ahola2010-12-12
* removed accidental double flowWaterPerttu Ahola2010-12-11
* commit before some radicallish changes to water behaviorPerttu Ahola2010-12-11
* some work-in-progress water stuffPerttu Ahola2010-12-01
* license stuffPerttu Ahola2010-11-29
* vokselijuttu lisättyPerttu Ahola2010-11-29