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* Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl2011-09-08
| | | | camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
* Removed unused camera_position and camera_direction fields from Client. ↵Kahrl2011-09-07
| | | | Moved ClientEnvironment::drawPostFx to ClientMap::renderPostFx -- this will make the camera management classes easier to write, as ClientMap already knows the camera position but ClientEnvironment doesn't and has to be told about it. This also eliminates the need for Client::getEnv(). Made the post effect color a content feature defined in content_mapnode.h.
* Remove block file from disk when saved to databasePerttu Ahola2011-09-06
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* Speed up periodical map unloading by moving beginSave() and endSave() to ↵Perttu Ahola2011-09-06
| | | | outer loop in Map::timerUpdate()
* Merge remote-tracking branch 'queatz/sqlite-map'Perttu Ahola2011-09-06
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| * These numbers were well exceeding 2^32...JacobF2011-09-04
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| * Initial sqlite3 maps.JacobF2011-09-02
| | | | | | | | | | * The map will reside in world/map.sqlite * It will load from the sectors folder but will not save there
* | allow specifying a fixed seed in the config file for generating the map ↵Kahrl2011-09-06
|/ | | | (fixed_map_seed)
* Hopefully fix 'dangling water'Giuseppe Bilotta2011-08-22
| | | | | If a block has (at least visible) liquids, the block below should also be flowed in.
* Flowing lava updates lightingPerttu Ahola2011-08-22
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* Optimize for viscosity 1Giuseppe Bilotta2011-08-16
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* Viscous fluidsGiuseppe Bilotta2011-08-16
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* Make sure all neighbors of changed fluids are activatedGiuseppe Bilotta2011-08-16
| | | | | This should fix the remaining cases of fluid not advancing or not retreating.
* Let the liquids flow in the openGiuseppe Bilotta2011-08-16
| | | | No need to curb their spread artificially.
* Ensure air neighbors to liquids that can flow are enqueued for transformationGiuseppe Bilotta2011-08-16
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* Ensure param2 is set correctly in transformLiquidsGiuseppe Bilotta2011-08-16
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* Use defines for liquid levelsGiuseppe Bilotta2011-08-16
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* transformLiquid: small optimization and whitespace cleanupGiuseppe Bilotta2011-08-16
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* small fix to transformLiquidsPerttu Ahola2011-08-15
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* Some obvious errors in the new fluid flow managementGiuseppe Bilotta2011-08-05
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* * fix for broken waterPerttu Ahola2011-08-03
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* Merge remote-tracking branch 'origin/upstream'Nils Dagsson Moskopp2011-07-30
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| * and now fixed a bug in removing that debug outputPerttu Ahola2011-07-24
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| * removed a remaining debug printPerttu Ahola2011-07-24
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| * Added a mapblock analyzing function for debugging use and fixed remaining ↵Perttu Ahola2011-07-24
| | | | | | | | mapgen bugs
| * merged fix to decapitated trees; other bugs now existsPerttu Ahola2011-07-24
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| | * Attempt to fix the big bug. Now server either stops sending map or mapgen ↵Perttu Ahola2011-07-21
| | | | | | | | | | | | starts generating CONTENT_IGNORE.
| * | merged the content type extension and deltaPerttu Ahola2011-07-23
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| | * | switched to old transformLiquids, new one is not readyPerttu Ahola2011-07-23
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| | * | merged some stuff from upstream while merging deltaPerttu Ahola2011-07-23
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| * | | | extended content-type rangePerttu Ahola2011-07-23
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* | | | Merge branch 'upstream/master'Nils Dagsson Moskopp2011-07-22
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| * | Fixed new map generator causing a crash when generating at map limitPerttu Ahola2011-07-22
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* | Merge branch 'upstream/master'Nils Dagsson Moskopp2011-07-20
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| * A small fix to an unlikely situation where the map generator requires a ↵Perttu Ahola2011-07-17
| | | | | | | | block that hasn't been loaded from disk. Now it is actually loaded from disk in that case.
* | * initialize liquid_kind properly so compiler does not bitch about itNils Dagsson Moskopp2011-07-19
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* | final fixes to liquid flow, works now as intendedFelix Krause2011-07-18
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* | fixes to liquid transformationFelix Krause2011-07-18
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* | fixed refactoring issues // slowed down water flow a bitFelix Krause2011-07-18
| | | | | | | | | | | | | | * liquid flow no longer does random things when transformed * if a flowi ng liquid node doesn't have a solid block as neighbor, its spread distan ce is shortened by 1
* | * refactored liquid transformation code (has some flaws)Felix Krause2011-07-18
| | | | | | | | | | | | Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits. This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress.
* | Merge branch 'upstream/master'Nils Dagsson Moskopp2011-07-14
|\| | | | | | | | | | | Conflicts: data/oerkki1.png src/client.cpp
| * Fixed objects being sometimes not able to be stored statically in a block ↵Perttu Ahola2011-07-01
| | | | | | | | when block has been unloaded
| * tried to fix block selection in map rendering a bitPerttu Ahola2011-06-27
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| * map unloading is now a whole lot betterPerttu Ahola2011-06-27
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| * fixed block unloading from memory (a better fix coming next)Perttu Ahola2011-06-26
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| * reorganized stuffPerttu Ahola2011-06-26
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| * reorganized a lot of stuff and modified mapgen and objects slightly while ↵Perttu Ahola2011-06-26
| | | | | | | | doing it
| * even more code refactoringPerttu Ahola2011-06-26
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| * more reorganizing of map codePerttu Ahola2011-06-26
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| * cleaned map stuffPerttu Ahola2011-06-26
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