From 63611932ebae93620386b26cfa82f7c4552b22ff Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 29 May 2011 21:11:16 +0300 Subject: player passwords and privileges in world/auth.txt --HG-- extra : rebase_source : 7260636295d9068fbeeddf4143c89f2b8a91446c --- src/main.cpp | 36 +++++++++++++++++++++++++++--------- 1 file changed, 27 insertions(+), 9 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index f67d53475..11d50bfd1 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -260,6 +260,9 @@ SUGG: MovingObject::move and Player::move are basically the same. - NOTE: There is a simple move implementation now in collision.{h,cpp} - NOTE: MovingObject will be deleted (MapBlockObject) +TODO: Add a long step function to objects that is called with the time + difference when block activates + Map: ---- @@ -304,14 +307,22 @@ Making it more portable: Stuff to do before release: --------------------------- -- Player default privileges and default password -- Chat privilege -- Some simple block-based dynamic stuff in the world (finish the - ActiveBlockModifier stuff) +- Make grass grow slower; utilize timestamp difference - Protocol version field - Consider getting some textures from cisoun's texture pack -- Add a long step function to objects that is called with the time - difference when block activates + - Ask from Cisoun +- Make sure the fence implementation and data format is good + - Think about using same bits for material for fences and doors, for + example +- Make sure server handles removing grass when a block is placed (etc) + - The client should not do it by itself +- Add mouse inversion in config +- Block cube placement around player's head +- Move mineral to param2, increment map serialization version, add conversion + +Stuff to do after release: +--------------------------- +- Finish the ActiveBlockModifier stuff and use it for something ====================================================================== @@ -1188,7 +1199,7 @@ int main(int argc, char *argv[]) port = 30000; // Map directory - std::string map_dir = porting::path_userdata+"/map"; + std::string map_dir = porting::path_userdata+"/world"; if(cmd_args.exists("map-dir")) map_dir = cmd_args.get("map-dir"); else if(g_settings.exists("map-dir")) @@ -1488,13 +1499,20 @@ int main(int argc, char *argv[]) g_settings.set("creative_mode", itos(menudata.creative_mode)); g_settings.set("enable_damage", itos(menudata.enable_damage)); - // Check for valid parameters, restart menu if invalid. + /*// Check for valid parameters, restart menu if invalid. if(playername == "") { error_message = L"Name required."; continue; } - + // Check that name has only valid chars + if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false) + { + error_message = L"Characters allowed: " + +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS); + continue; + }*/ + // Save settings g_settings.set("name", playername); g_settings.set("address", address); -- cgit v1.2.3 From b3d242ae38af7d4fe93003d2bd1c7faecbb01471 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 29 May 2011 21:16:15 +0300 Subject: tuned grass growth rate --HG-- extra : rebase_source : 8ad4d13fc7ab1088ebd18cf968d912949aab8eae --- src/main.cpp | 15 +++++++-------- 1 file changed, 7 insertions(+), 8 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 11d50bfd1..c6aa439ec 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -308,21 +308,20 @@ Making it more portable: Stuff to do before release: --------------------------- - Make grass grow slower; utilize timestamp difference + +Stuff to do after release: +--------------------------- +- Make sure server handles removing grass when a block is placed (etc) + - The client should not do it by itself +- Block cube placement around player's head - Protocol version field - Consider getting some textures from cisoun's texture pack - Ask from Cisoun - Make sure the fence implementation and data format is good - Think about using same bits for material for fences and doors, for example -- Make sure server handles removing grass when a block is placed (etc) - - The client should not do it by itself -- Add mouse inversion in config -- Block cube placement around player's head -- Move mineral to param2, increment map serialization version, add conversion - -Stuff to do after release: ---------------------------- - Finish the ActiveBlockModifier stuff and use it for something +- Move mineral to param2, increment map serialization version, add conversion ====================================================================== -- cgit v1.2.3 From b7361e295a776a501491139ac5f64f9bcba37a33 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 29 May 2011 21:16:37 +0300 Subject: updated comments --HG-- extra : rebase_source : bb7c083b9ab2989d90f41255b85e9e3edaf578ef --- src/main.cpp | 1 - 1 file changed, 1 deletion(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index c6aa439ec..3d342e596 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -307,7 +307,6 @@ Making it more portable: Stuff to do before release: --------------------------- -- Make grass grow slower; utilize timestamp difference Stuff to do after release: --------------------------- -- cgit v1.2.3 From 223b3793485a76f87599d39364b1003c2ca7c49c Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 31 May 2011 00:15:43 +0300 Subject: Reduced the CPU usage of the sent block selector algorithm --- src/main.cpp | 33 +++++++++++++++++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 3d342e596..a739d71bf 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -215,6 +215,8 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop FIXME: The new optimized map sending doesn't sometimes send enough blocks from big caves and such +* Take player's walking direction into account in GetNextBlocks + Environment: ------------ @@ -308,6 +310,10 @@ Making it more portable: Stuff to do before release: --------------------------- +Fixes to the current release: +----------------------------- +- Make AuthManager to save only when data has changed + Stuff to do after release: --------------------------- - Make sure server handles removing grass when a block is placed (etc) @@ -386,6 +392,9 @@ Settings g_settings; // This is located in defaultsettings.cpp extern void set_default_settings(); +// Global profiler +Profiler g_profiler; + /* Random stuff */ @@ -436,7 +445,14 @@ std::ostream *derr_client_ptr = &dstream; class TimeGetter { public: - TimeGetter(IrrlichtDevice *device): + virtual u32 getTime() = 0; +}; + +// A precise irrlicht one +class IrrlichtTimeGetter: public TimeGetter +{ +public: + IrrlichtTimeGetter(IrrlichtDevice *device): m_device(device) {} u32 getTime() @@ -448,8 +464,18 @@ public: private: IrrlichtDevice *m_device; }; +// Not so precise one which works without irrlicht +class SimpleTimeGetter: public TimeGetter +{ +public: + u32 getTime() + { + return porting::getTimeMs(); + } +}; // A pointer to a global instance of the time getter +// TODO: why? TimeGetter *g_timegetter = NULL; u32 getTimeMs() @@ -1208,6 +1234,9 @@ int main(int argc, char *argv[]) { DSTACK("Dedicated server branch"); + // Create time getter + g_timegetter = new SimpleTimeGetter(); + // Create server Server server(map_dir.c_str()); server.start(port); @@ -1290,7 +1319,7 @@ int main(int argc, char *argv[]) device = device; // Create time getter - g_timegetter = new TimeGetter(device); + g_timegetter = new IrrlichtTimeGetter(device); // Create game callback for menus g_gamecallback = new MainGameCallback(device); -- cgit v1.2.3 From bbead93c1a00a1c31956e12c94717f179ac5b84b Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 31 May 2011 20:02:55 +0300 Subject: Reduced server CPU usage on NodeMetadata step()s. Also furnace now cooks while no players are near it. --- src/main.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index a739d71bf..e582569c5 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -312,7 +312,8 @@ Stuff to do before release: Fixes to the current release: ----------------------------- -- Make AuthManager to save only when data has changed +- Fix client password crash +- Remember to release the fixes (some are already done) Stuff to do after release: --------------------------- -- cgit v1.2.3 From 51cf464f7450ee31e3a986b521f90cc6195bb2fb Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Thu, 2 Jun 2011 00:01:11 +0300 Subject: Fixed the password crash on Windows --- src/main.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index e582569c5..958f812b3 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -314,6 +314,7 @@ Fixes to the current release: ----------------------------- - Fix client password crash - Remember to release the fixes (some are already done) +- A command to set one's password when the server is running Stuff to do after release: --------------------------- @@ -1527,6 +1528,8 @@ int main(int argc, char *argv[]) g_settings.set("creative_mode", itos(menudata.creative_mode)); g_settings.set("enable_damage", itos(menudata.enable_damage)); + // NOTE: These are now checked server side; no need to do it + // here, so let's not do it here. /*// Check for valid parameters, restart menu if invalid. if(playername == "") { -- cgit v1.2.3 From 7d57b71ffed075d2b204a082b2ea1a95b44de257 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Thu, 2 Jun 2011 00:15:42 +0300 Subject: 0.2.20110602_0 --- src/main.cpp | 3 --- 1 file changed, 3 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 958f812b3..2cde3b302 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -312,9 +312,6 @@ Stuff to do before release: Fixes to the current release: ----------------------------- -- Fix client password crash -- Remember to release the fixes (some are already done) -- A command to set one's password when the server is running Stuff to do after release: --------------------------- -- cgit v1.2.3 From 1b8cff8fbf6a1ae121bba93b12318a6f20f1daad Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Thu, 2 Jun 2011 19:30:03 +0300 Subject: In a globally installed build, debug.txt is now placed in userdata directory. Needs testing still. --- src/main.cpp | 37 ++++++++++++++++++++++--------------- 1 file changed, 22 insertions(+), 15 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 2cde3b302..881aa9bf7 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1028,6 +1028,15 @@ void drawMenuBackground(video::IVideoDriver* driver) int main(int argc, char *argv[]) { + /* + Initialization + */ + + // Set locale. This is for forcing '.' as the decimal point. + std::locale::global(std::locale("C")); + // This enables printing all characters in bitmap font + setlocale(LC_CTYPE, "en_US"); + /* Parse command line */ @@ -1091,21 +1100,28 @@ int main(int argc, char *argv[]) disable_stderr = true; #endif + porting::signal_handler_init(); + bool &kill = *porting::signal_handler_killstatus(); + + // Initialize porting::path_data and porting::path_userdata + porting::initializePaths(); + // Initialize debug streams - debugstreams_init(disable_stderr, DEBUGFILE); +#ifdef RUN_IN_PLACE + std::string debugfile = DEBUGFILE; +#else + std::string debugfile = porting::path_userdata+"/"+DEBUGFILE; +#endif + debugstreams_init(disable_stderr, debugfile.c_str()); // Initialize debug stacks debug_stacks_init(); DSTACK(__FUNCTION_NAME); - porting::signal_handler_init(); - bool &kill = *porting::signal_handler_killstatus(); - - porting::initializePaths(); // Create user data directory fs::CreateDir(porting::path_userdata); - // C-style stuff initialization + // Init material properties table initializeMaterialProperties(); // Debug handler @@ -1124,19 +1140,10 @@ int main(int argc, char *argv[]) // Initialize default settings set_default_settings(); - // Set locale. This is for forcing '.' as the decimal point. - std::locale::global(std::locale("C")); - // This enables printing all characters in bitmap font - setlocale(LC_CTYPE, "en_US"); - // Initialize sockets sockets_init(); atexit(sockets_cleanup); - /* - Initialization - */ - /* Read config file */ -- cgit v1.2.3 From 6bd4cb25629fe8f96a024f5f8251563d2c864616 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 4 Jun 2011 16:54:26 +0300 Subject: documentation update (mapformat.txt mainly) --- src/main.cpp | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 881aa9bf7..4bf741b96 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -174,6 +174,12 @@ TODO: Better control of draw_control.wanted_max_blocks TODO: Block mesh generator to tile properly on smooth lighting +TODO: Further investigate the use of GPU lighting in addition to the + current one + +TODO: Quick drawing of huge distances according to heightmap has to be + tested once again. + Configuration: -------------- -- cgit v1.2.3 From a649d43fe7349e5cfa4c67de93377004902c1b07 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 5 Jun 2011 00:10:06 +0300 Subject: Messed around with genmap.py. Now supports format version 17. --- src/main.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 4bf741b96..2c85c2595 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -223,6 +223,8 @@ FIXME: The new optimized map sending doesn't sometimes send enough blocks * Take player's walking direction into account in GetNextBlocks +TODO: Map saving should be done by EmergeThread + Environment: ------------ -- cgit v1.2.3 From 9b565b6bc427673437c28518d1f61c13b58be42e Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 5 Jun 2011 18:57:36 +0300 Subject: tried to reduce unnecessary map saving disk i/o a bit --- src/main.cpp | 12 +++++++++++- 1 file changed, 11 insertions(+), 1 deletion(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 2c85c2595..802dc539b 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -297,7 +297,7 @@ SUGG: Erosion simulation at map generation time SUGG: Try out the notch way of generating maps, that is, make bunches of low-res 3d noise and interpolate linearly. -Mapgen v2: +Mapgen v2 (the current one): * Possibly add some kind of erosion and other stuff * Better water generation (spread it to underwater caverns but don't fill dungeons that don't touch big water masses) @@ -306,6 +306,16 @@ Mapgen v2: the other chunk making nasty straight walls when the other chunk is generated. Fix it. Maybe just a special case if the ground is flat? +* Consider not updating this one and make a good mainly block-based + generator + +SUGG: Make two "modified states", one that forces the block to be saved at + the next save event, and one that makes the block to be saved at exit + time. + +TODO: Add a not_fully_generated flag to MapBlock, which would be set for + blocks that contain eg. trees from neighboring generations but haven't + been generated itself. This is required for the future generator. Misc. stuff: ------------ -- cgit v1.2.3 From d2a145b8266b63e6de27e8df95a72db528cdf28e Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 5 Jun 2011 18:59:36 +0300 Subject: updated comment in main.cpp --- src/main.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 802dc539b..bb34a1a97 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -225,6 +225,9 @@ FIXME: The new optimized map sending doesn't sometimes send enough blocks TODO: Map saving should be done by EmergeThread +SUGG: Map unloading based on sector reference is not very good, it keeps + unnecessary stuff in memory. I guess. Investigate this. + Environment: ------------ -- cgit v1.2.3 From dc5319b6c9f2e39d93f2fa881403f36fc47ffaac Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 17 Jun 2011 22:20:15 +0300 Subject: Moved some mapnode content stuff from mapnode.{h,cpp} and digging property stuff from material.cpp to content_mapnode.{h,cpp} --- src/main.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index bb34a1a97..ed3b322a4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -228,6 +228,12 @@ TODO: Map saving should be done by EmergeThread SUGG: Map unloading based on sector reference is not very good, it keeps unnecessary stuff in memory. I guess. Investigate this. +TODO: FIXME: Make furnaces handle long step() times better; now a 10-day + dtime for a bunch of furnaces will take ages + +TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set + the direction accordingly. + Environment: ------------ @@ -1143,7 +1149,7 @@ int main(int argc, char *argv[]) fs::CreateDir(porting::path_userdata); // Init material properties table - initializeMaterialProperties(); + //initializeMaterialProperties(); // Debug handler BEGIN_DEBUG_EXCEPTION_HANDLER @@ -1414,7 +1420,6 @@ int main(int argc, char *argv[]) Preload some textures and stuff */ - init_content_inventory_texture_paths(); init_mapnode(); // Second call with g_texturesource set init_mineral(); -- cgit v1.2.3 From 6378a71ea5f3f97316d38c114de0fc207e18f940 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 17 Jun 2011 23:28:25 +0300 Subject: Updated comments --- src/main.cpp | 63 +++++++++++++++++++++++++++--------------------------------- 1 file changed, 28 insertions(+), 35 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index ed3b322a4..455e0ac9b 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -89,6 +89,17 @@ SUGG: Make a system for pregenerating quick information for mapblocks, so that the client can show them as cubes before they are actually sent or even generated. +SUGG: Erosion simulation at map generation time + - Simulate water flows, which would carve out dirt fast and + then turn stone into gravel and sand and relocate it. + - How about relocating minerals, too? Coal and gold in + downstream sand and gravel would be kind of cool + - This would need a better way of handling minerals, mainly + to have mineral content as a separate field. the first + parameter field is free for this. + - Simulate rock falling from cliffs when water has removed + enough solid rock from the bottom + Gaming ideas: ------------- @@ -172,14 +183,9 @@ TODO: A setting for enabling bilinear filtering for textures TODO: Better control of draw_control.wanted_max_blocks -TODO: Block mesh generator to tile properly on smooth lighting - TODO: Further investigate the use of GPU lighting in addition to the current one -TODO: Quick drawing of huge distances according to heightmap has to be - tested once again. - Configuration: -------------- @@ -204,6 +210,9 @@ TODO: Don't update all meshes always on single node changes, but FIXME: When disconnected to the menu, memory is not freed properly +TODO: Investigate how much the mesh generator thread gets used when + transferring map data + Server: ------- @@ -220,24 +229,20 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop FIXME: The new optimized map sending doesn't sometimes send enough blocks from big caves and such - -* Take player's walking direction into account in GetNextBlocks +FIXME: Block send distance configuration does not take effect for some reason TODO: Map saving should be done by EmergeThread SUGG: Map unloading based on sector reference is not very good, it keeps unnecessary stuff in memory. I guess. Investigate this. -TODO: FIXME: Make furnaces handle long step() times better; now a 10-day - dtime for a bunch of furnaces will take ages - TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set the direction accordingly. Environment: ------------ -TODO: A list of "active blocks" in which stuff happens. +TODO: A list of "active blocks" in which stuff happens. (+=done) + Add a never-resetted game timer to the server + Add a timestamp value to blocks + The simple rule: All blocks near some player are "active" @@ -288,21 +293,11 @@ Map: TODO: Mineral and ground material properties - This way mineral ground toughness can be calculated with just some formula, as well as tool strengths + - There are TODOs in appropriate files: material.h, content_mapnode.h TODO: Flowing water to actually contain flow direction information - There is a space for this - it just has to be implemented. -SUGG: Erosion simulation at map generation time - - Simulate water flows, which would carve out dirt fast and - then turn stone into gravel and sand and relocate it. - - How about relocating minerals, too? Coal and gold in - downstream sand and gravel would be kind of cool - - This would need a better way of handling minerals, mainly - to have mineral content as a separate field. the first - parameter field is free for this. - - Simulate rock falling from cliffs when water has removed - enough solid rock from the bottom - SUGG: Try out the notch way of generating maps, that is, make bunches of low-res 3d noise and interpolate linearly. @@ -328,8 +323,17 @@ TODO: Add a not_fully_generated flag to MapBlock, which would be set for Misc. stuff: ------------ -* Move digging property stuff from material.{h,cpp} to mapnode.cpp - - ...Or maybe move content_features to material.{h,cpp}? +- Make sure server handles removing grass when a block is placed (etc) + - The client should not do it by itself +- Block cube placement around player's head +- Protocol version field +- Consider getting some textures from cisoun's texture pack + - Ask from Cisoun +- Make sure the fence implementation and data format is good + - Think about using same bits for material for fences and doors, for + example +- Finish the ActiveBlockModifier stuff and use it for something +- Move mineral to param2, increment map serialization version, add conversion Making it more portable: ------------------------ @@ -342,17 +346,6 @@ Fixes to the current release: Stuff to do after release: --------------------------- -- Make sure server handles removing grass when a block is placed (etc) - - The client should not do it by itself -- Block cube placement around player's head -- Protocol version field -- Consider getting some textures from cisoun's texture pack - - Ask from Cisoun -- Make sure the fence implementation and data format is good - - Think about using same bits for material for fences and doors, for - example -- Finish the ActiveBlockModifier stuff and use it for something -- Move mineral to param2, increment map serialization version, add conversion ====================================================================== -- cgit v1.2.3 From 931474658dacd32d1847b6718e3d5a33ca8f18ab Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 18 Jun 2011 02:00:01 +0300 Subject: moved inventory menu definition of chest and furnace to content_nodemeta.{h,cpp} --- src/main.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 455e0ac9b..71ab5d037 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -335,6 +335,9 @@ Misc. stuff: - Finish the ActiveBlockModifier stuff and use it for something - Move mineral to param2, increment map serialization version, add conversion +TODO: Create a common interface-whatever-thing to implement custom + special blocks with an inventory menu + Making it more portable: ------------------------ -- cgit v1.2.3 From c391bcee1698beabaec76ed13361d2930cb22f94 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 18 Jun 2011 02:32:34 +0300 Subject: removed furnace menu because it is not needed anymore --- src/main.cpp | 3 --- 1 file changed, 3 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 71ab5d037..455e0ac9b 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -335,9 +335,6 @@ Misc. stuff: - Finish the ActiveBlockModifier stuff and use it for something - Move mineral to param2, increment map serialization version, add conversion -TODO: Create a common interface-whatever-thing to implement custom - special blocks with an inventory menu - Making it more portable: ------------------------ -- cgit v1.2.3 From c7ab4f15a506fac64e2b6cc03121f74da6677a32 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 18 Jun 2011 13:52:49 +0300 Subject: comment update --- src/main.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 455e0ac9b..10ece4c20 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -186,6 +186,8 @@ TODO: Better control of draw_control.wanted_max_blocks TODO: Further investigate the use of GPU lighting in addition to the current one +SUGG: Somehow make the night less colorful + Configuration: -------------- @@ -335,6 +337,15 @@ Misc. stuff: - Finish the ActiveBlockModifier stuff and use it for something - Move mineral to param2, increment map serialization version, add conversion +TODO: Add a per-sector database to store surface stuff as simple flags/values + - Light? + - A building? + And at some point make the server send this data to the client too, + instead of referring to the noise functions + - Ground height + - Surface ground type + - Trees? + Making it more portable: ------------------------ -- cgit v1.2.3 From 28a8218adfa103361b9ea371eae5aa093b6d7e29 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 18 Jun 2011 20:16:11 +0300 Subject: Documentation update --- src/main.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index 10ece4c20..ae52bc36d 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -346,6 +346,9 @@ TODO: Add a per-sector database to store surface stuff as simple flags/values - Surface ground type - Trees? +TODO: Restart irrlicht completely when coming back to main menu from game. + - This gets rid of everything that is stored in irrlicht's caches. + Making it more portable: ------------------------ -- cgit v1.2.3 From 051c0048d8068b8690eee70e5491751e12c0fa30 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Mon, 20 Jun 2011 18:04:49 +0300 Subject: path_userdata is now created before potentially creating debug.txt in there --- src/main.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index ae52bc36d..be932cdf2 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1140,6 +1140,9 @@ int main(int argc, char *argv[]) // Initialize porting::path_data and porting::path_userdata porting::initializePaths(); + // Create user data directory + fs::CreateDir(porting::path_userdata); + // Initialize debug streams #ifdef RUN_IN_PLACE std::string debugfile = DEBUGFILE; @@ -1152,9 +1155,6 @@ int main(int argc, char *argv[]) DSTACK(__FUNCTION_NAME); - // Create user data directory - fs::CreateDir(porting::path_userdata); - // Init material properties table //initializeMaterialProperties(); -- cgit v1.2.3 From 7538b4c6201675c566c98b21c8ecddb798a14943 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 25 Jun 2011 04:25:14 +0300 Subject: New map generator added (and SQLite, messed up the commits at that time...) (import from temporary git repo) --- src/main.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index be932cdf2..fa0439dee 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -186,6 +186,11 @@ TODO: Better control of draw_control.wanted_max_blocks TODO: Further investigate the use of GPU lighting in addition to the current one +TODO: Artificial (night) light could be more yellow colored than sunlight. + - This is technically doable. + - Also the actual colors of the textures could be made less colorful + in the dark but it's a bit more difficult. + SUGG: Somehow make the night less colorful Configuration: @@ -361,6 +366,12 @@ Fixes to the current release: Stuff to do after release: --------------------------- +Doing currently: +---------------- + +TODO: Use MapBlock::resetUsageTimer() in appropriate places + (on client and server) + ====================================================================== */ -- cgit v1.2.3 From e8a731adc502d19a8ae3bfeee5b985f90ab8a507 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 25 Jun 2011 04:41:38 +0300 Subject: added correct data to new images, added comments in main.cpp --- src/main.cpp | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'src/main.cpp') diff --git a/src/main.cpp b/src/main.cpp index fa0439dee..41da310f4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -354,6 +354,12 @@ TODO: Add a per-sector database to store surface stuff as simple flags/values TODO: Restart irrlicht completely when coming back to main menu from game. - This gets rid of everything that is stored in irrlicht's caches. +TODO: Merge bahamada's audio stuff (clean patch available) + +TODO: Merge spongie's chest/furnace direction (by hand) + +TODO: Merge key configuration menu (no clean patch available) + Making it more portable: ------------------------ -- cgit v1.2.3