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* Fix water-glass and water-lava surfacesPerttu Ahola2011-11-08
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* Reset block usage timer on client only if it is very probably drawnPerttu Ahola2011-11-08
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* Make Connection::Receive return the data via a SharedBuffer reference, so ↵Kahrl2011-11-07
| | | | | | | | the caller doesn't have to choose the right buffer size in advance. Conflicts: src/test.cpp
* utility.h: Change Buffer's interface to be more compatible with ↵Kahrl2011-11-07
| | | | SharedBuffer's interface, connection.h: use Buffer instead of SharedBuffer in command and event queues
* Add new Connection test in test.cpp in case needed in the future (commented ↵Perttu Ahola2011-11-07
| | | | out), improve comments in test.cpp a bit
* Infinite packet flood test for debugging the new network layerPerttu Ahola2011-11-07
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* Command-line signal handling for WindowsConstantin Wenger2011-11-06
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* Make water invisible next to underwater glassPerttu Ahola2011-11-05
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* Add option to set water opaque (mainly for stylistic choice)Perttu Ahola2011-11-03
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* Fix flowing liquid spacing; water and lava next to each other will glitch a ↵Perttu Ahola2011-11-03
| | | | bit but it isn't as bad as this was
* Make CONTENT_IGNORE to not block the view when occlusion cullingPerttu Ahola2011-11-03
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* Disable mipmapping because it is sometimes uglyPerttu Ahola2011-11-03
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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
* Remove trailing / or \ in path_userdata (probably fixes world deletion on ↵Perttu Ahola2011-11-02
| | | | Windows)
* Add 3d cloud checkbox in main menu (and rename setting from enable_2d_clouds ↵Perttu Ahola2011-11-02
| | | | to enable_3d_clouds)
* Fix an obvious bug in utility.hPerttu Ahola2011-11-01
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* Attempt a workaround to the network layer segfaultPerttu Ahola2011-10-30
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* Make it to compile on MSVC2010Perttu Ahola2011-10-21
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* Some tuning in m_max_packets_per_second algorithmPerttu Ahola2011-10-21
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* Improve Connection with threading and some kind of congestion controlPerttu Ahola2011-10-20
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* Default max_simultaneous_block_sends_server_total to 2 to make network not ↵Perttu Ahola2011-10-19
| | | | cough too much on the fixed block sending code
* Fix apple inventory texturePerttu Ahola2011-10-19
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* Fix and tune block sendingPerttu Ahola2011-10-19
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* Add enable_2d_clouds setting for usage on lower-end machinesPerttu Ahola2011-10-18
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* Try to tune fog to work well on high-end machines alsoPerttu Ahola2011-10-18
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* Fix possible NULL dereference in MobV2CAO::stepPerttu Ahola2011-10-18
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* Tune map rendering and related diagnosticsPerttu Ahola2011-10-18
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* set backface culling off again for torches, ladders, rails and signsPerttu Ahola2011-10-18
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* ...Make the the server buildable again after the last commitPerttu Ahola2011-10-18
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* Improve rendering and fix tiling in mesh generationPerttu Ahola2011-10-18
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* Automate texture listing for texture atlas makingPerttu Ahola2011-10-18
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* Fix client profiler print intervalPerttu Ahola2011-10-18
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* Better handling of SendFailedException in ConnectionPerttu Ahola2011-10-18
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* Fix object duplication bugPerttu Ahola2011-10-18
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* Make active_block_range default to 2Perttu Ahola2011-10-18
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* Fix possible NULL pointer access in MobV2CAOPerttu Ahola2011-10-18
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* Add /clearobjectsPerttu Ahola2011-10-18
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* Made a scheme to get rid of the objects in the worst object flooded blocksPerttu Ahola2011-10-17
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* Modify default active block rangePerttu Ahola2011-10-17
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* F2 toggles profiler display in clientPerttu Ahola2011-10-17
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* Attempt to fix objects getting multiplicated by objects getting deactivated ↵Perttu Ahola2011-10-17
| | | | in a different block than where they were loaded and then the original block, from where the static object was removed, not getting saved at unload
* Add a log message to SEnv and make it load objects if there are < 51 of ↵Perttu Ahola2011-10-17
| | | | them, to load blocks that were limited to 50
* Catch SendFailedException when replying back in Connection::Receive()Perttu Ahola2011-10-17
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* Display RTT (round trip time, ping) on client status textPerttu Ahola2011-10-17
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* Add some rendering statistics to profilerPerttu Ahola2011-10-17
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* Workaround for blocks having a huge amount of active objects; add log ↵Perttu Ahola2011-10-17
| | | | messages related to active objects for investigation