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author | Perttu Ahola <celeron55@gmail.com> | 2011-01-24 13:32:11 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-01-24 13:32:11 +0200 |
commit | 24e41ab4c892a7cecee2d4e5e625afd83de43034 (patch) | |
tree | 077aa79e8618d0c2fd44ebc6ad36b72586a3041e /src/main.cpp | |
parent | 4a952f22d779cdce27dbfc68a23a7d13d3e62c0d (diff) | |
download | minetest-24e41ab4c892a7cecee2d4e5e625afd83de43034.tar.gz minetest-24e41ab4c892a7cecee2d4e5e625afd83de43034.tar.bz2 minetest-24e41ab4c892a7cecee2d4e5e625afd83de43034.zip |
Mainly some texture tweaking
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 18 |
1 files changed, 11 insertions, 7 deletions
diff --git a/src/main.cpp b/src/main.cpp index 7c5f6bf3e..092d62988 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -76,9 +76,6 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk - This will allow saving ages of rats on disk but not sending
them to clients
-SUGG: Implement lighting using VoxelManipulator
- - Would it be significantly faster?
-
SUGG: MovingObject::move and Player::move are basically the same.
combine them.
@@ -168,6 +165,8 @@ TODO: Make fetching sector's blocks more efficient when rendering sectors that have very large amounts of blocks (on client)
- Is this necessary at all?
+TODO: Flowing water animation
+
Configuration:
--------------
@@ -231,8 +230,8 @@ Block object server side: - TODO: For incoming blocks, time difference is calculated and
objects are stepped according to it.
-Map generator:
---------------
+Map:
+----
NOTE: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock. And there always will be. 8)
@@ -245,6 +244,8 @@ TODO: Map generator version 2 - Cliffs, arcs
- There could be a certain height (to which mountains only reach)
where some minerals are found
+ - Create a system that allows a huge amount of different "map
+ generator modules/filters"
TODO: Change AttributeList to split the area into smaller sections so
that searching won't be as heavy.
@@ -256,6 +257,10 @@ FIXME: The new pre-sunlight-propagation code messes up with initial TODO: Remove HMParams
+TODO: Flowing water to actually contain flow direction information
+
+TODO: Faster lighting using VoxelManipulator
+
Doing now:
----------
@@ -1532,8 +1537,7 @@ int main(int argc, char *argv[]) */
init_content_inventory_texture_paths();
- init_tile_texture_paths();
- tile_materials_preload(g_irrlicht);
+ init_tile_textures();
/*
GUI stuff
|