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authorPerttu Ahola <celeron55@gmail.com>2011-07-01 21:04:40 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-07-01 21:04:40 +0300
commit71f5d4b3443c6ea770463838a2c84b85d9fa3b21 (patch)
tree8457916fda22b9a19194e6c8163e742443fefdb1 /src/main.cpp
parent282912caa0f8a19d5b5fb94a3cb6a41432a3a2df (diff)
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Fixed objects being sometimes not able to be stored statically in a block when block has been unloaded
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp24
1 files changed, 13 insertions, 11 deletions
diff --git a/src/main.cpp b/src/main.cpp
index cd5df666d..698c5fc71 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -126,6 +126,16 @@ SUGG: Erosion simulation at map generation time
- Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom
+SUGG: For non-mapgen FarMesh: 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?
+
Gaming ideas:
-------------
@@ -199,12 +209,13 @@ SUGG: 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
-
SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
animating them is easier.
SUGG: Option for enabling proper alpha channel for textures
+
+TODO: Flowing water animation
+
TODO: A setting for enabling bilinear filtering for textures
TODO: Better control of draw_control.wanted_max_blocks
@@ -321,15 +332,6 @@ TODO: Think about using same bits for material for fences and doors, for
TODO: 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?
-
TODO: Restart irrlicht completely when coming back to main menu from game.
- This gets rid of everything that is stored in irrlicht's caches.