From 06eb0ad4d063c696afa53cad75824c7778c5c157 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 3 Apr 2011 12:48:20 +0300 Subject: copied draft of updateNodeMeshes from backup --- src/main.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index b069ee87f..c9db0bdc4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -183,8 +183,6 @@ TODO: Remove IrrlichtWrapper Server: ------- -TODO: When player dies, throw items on map - SUGG: Make an option to the server to disable building and digging near the starting position @@ -202,6 +200,8 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop * Make a small history check to transformLiquids to detect and log continuous oscillations, in such detail that they can be fixed. +TODO: When player dies, throw items on map + Objects: -------- @@ -215,11 +215,11 @@ Block object server side: - A "near blocks" buffer, in which some nearby blocks are stored. - For all blocks in the buffer, objects are stepped(). This means they are active. - - TODO: A global active buffer is needed for the server - - TODO: A timestamp to blocks - - TODO: All blocks going in and out of the buffer are recorded. - - TODO: For outgoing blocks, timestamp is written. - - TODO: For incoming blocks, time difference is calculated and + - A global active buffer is needed for the server + - A timestamp to blocks + - All blocks going in and out of the buffer are recorded. + - For outgoing blocks, timestamp is written. + - For incoming blocks, time difference is calculated and objects are stepped according to it. - When an active object goes far from a player, either delete -- cgit v1.2.3