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Commit message (Expand)AuthorAge
* Replace old active block random node modifying things with actual ActiveBlock...Perttu Ahola2011-11-29
* Fix a random commented-out piece of lighting code, altough it doesn't work an...Perttu Ahola2011-11-29
* Make map generator as much threaded as possible (not much benefit with curren...Perttu Ahola2011-11-29
* Print out number of blocks in memory at unloadPerttu Ahola2011-11-29
* Don't allow placing CONTENT_IGNORE with Map::setNode() because it is never us...Perttu Ahola2011-11-29
* Make liquid_alternative_* to be stringsPerttu Ahola2011-11-29
* Store metadata as metadata name in node definitionPerttu Ahola2011-11-29
* Default to saving stuff more often to minimize lag caused by a single savePerttu Ahola2011-11-29
* Don't print 'Blocks modified by: ' in Map::timerUpdate if no blocks were writtenPerttu Ahola2011-11-29
* Don't print all block saves to verbosestream; rather print counts of distinct...Perttu Ahola2011-11-29
* Add reason parameter to setModified and print it out to verbosestream when sa...Perttu Ahola2011-11-29
* Do not expose CONTENT_* stuff in content_mapnode.h and use a name converter w...Perttu Ahola2011-11-29
* Node definition namesPerttu Ahola2011-11-29
* Remove node content-dependent stuff from map.cppPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Allocate MapBlock::m_node_metadata on heap to allow less header bloatPerttu Ahola2011-11-29
* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
* Reset block usage timer on client only if it is very probably drawnPerttu Ahola2011-11-08
* Possible fix to bases of islands/hills getting culled out too earlyPerttu Ahola2011-11-03
* Tune occlusion culling a bit morePerttu Ahola2011-11-03
* Tune occlusion culling a bitPerttu Ahola2011-11-03
* Very simple occlusion cullingPerttu Ahola2011-11-03
* occlusion culling fix, a little reshaping of map rendering for more useful pr...Perttu Ahola2011-11-02
* Improve Connection with threading and some kind of congestion controlPerttu Ahola2011-10-20
* Try to tune fog to work well on high-end machines alsoPerttu Ahola2011-10-18
* Tune map rendering and related diagnosticsPerttu Ahola2011-10-18
* Add /clearobjectsPerttu Ahola2011-10-18
* Add some rendering statistics to profilerPerttu Ahola2011-10-17
* Fix chest not working after walked away and came backPerttu Ahola2011-10-17
* Fix map delete on windows (concatenate paths correctly with / or \ depending ...Perttu Ahola2011-10-16
* Use the logger; also, default to not showing much crap in console. Use --info...Perttu Ahola2011-10-16
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
* Merge remote-tracking branch 'marktraceur/master'Perttu Ahola2011-09-26
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| * Adding (most) of the sapling functionality. It has yet to work, since MEET_OT...Mark Holmquist2011-09-23
* | Merge branch 'view_bobbing_and_vielded_tool'Perttu Ahola2011-09-26
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| * | trying something else... also replaced M_PI by PI everywhereKahrl2011-09-08
| * | Collected and moved existing camera infrastructure from game.cpp to camera.cp...Kahrl2011-09-08
| * | Removed unused camera_position and camera_direction fields from Client. Moved...Kahrl2011-09-07
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* | remove content_* things from map.cppdarkrose2011-09-23
* | added locking chests - clean patchdarkrose2011-09-22
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* Remove block file from disk when saved to databasePerttu Ahola2011-09-06
* Speed up periodical map unloading by moving beginSave() and endSave() to oute...Perttu Ahola2011-09-06
* 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
| * Initial sqlite3 maps.JacobF2011-09-02
* | allow specifying a fixed seed in the config file for generating the map (fixe...Kahrl2011-09-06
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* Hopefully fix 'dangling water'Giuseppe Bilotta2011-08-22
* Flowing lava updates lightingPerttu Ahola2011-08-22
* Optimize for viscosity 1Giuseppe Bilotta2011-08-16