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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Add /clearobjectsPerttu Ahola2011-10-18
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* Fix chest not working after walked away and came backPerttu Ahola2011-10-17
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* Merge branch 'view_bobbing_and_vielded_tool'Perttu Ahola2011-09-26
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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.
* | added locking chests - clean patchdarkrose2011-09-22
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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
* Fixed objects being sometimes not able to be stored statically in a block ↵Perttu Ahola2011-07-01
| | | | when block has been unloaded
* 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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* 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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* moved mapgen stuff around abitPerttu Ahola2011-06-25
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* New map generator added (and SQLite, messed up the commits at that time...) ↵Perttu Ahola2011-06-25
| | | | (import from temporary git repo)
* farmesh is now usable.Perttu Ahola2011-06-18
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* ...and the map part of thatPerttu Ahola2011-06-05
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* Reduced server CPU usage on NodeMetadata step()s. Also furnace now cooks ↵Perttu Ahola2011-05-31
| | | | while no players are near it.
* New map directory structure that avoids map size being limited by filesystemCiaran Gultnieks2011-05-18
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* random comment updatesPerttu Ahola2011-04-30
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* Optimized map saving and sending (server-side)Perttu Ahola2011-04-26
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* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
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* fixed warnings reported by cppcheckPerttu Ahola2011-04-11
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* better support for old mapsPerttu Ahola2011-04-10
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* Map generation is now properly threaded and doesn't block block placement ↵Perttu Ahola2011-04-10
| | | | and other stuff.
* a commit before starting to reorganize the map loading/generation logicPerttu Ahola2011-04-10
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* initial workings of the furnacePerttu Ahola2011-04-05
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* Node metadata frameworkPerttu Ahola2011-04-04
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* commit before some more radical changesPerttu Ahola2011-04-03
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* Revert mapgen to best working version (2)Perttu Ahola2011-04-03
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* Mapgen is better now. Not a lot, but a bit!Perttu Ahola2011-04-02
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* commit before some radical changesPerttu Ahola2011-04-02
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* mapgen work-in-progressPerttu Ahola2011-03-02
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* tweaked mapgenPerttu Ahola2011-02-28
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* A third try on terrain generation. No trees yet.Perttu Ahola2011-02-28
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* mainly work on object scripting apiPerttu Ahola2011-02-23
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* preliminary lua scripting framework for objectsPerttu Ahola2011-02-21
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* Temporary commit; lots of test code and stuffPerttu Ahola2011-02-21
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* some fixes to make compiling on some bsd easierPerttu Ahola2011-02-11
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* now it works nicelyPerttu Ahola2011-02-11
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* fully working i guessPerttu Ahola2011-02-11
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* work-in-progress texture atlas optimizationPerttu Ahola2011-02-10
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* mapgen stuffPerttu Ahola2011-02-05
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* added sand to map generatorPerttu Ahola2011-02-04
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* This map generator is starting to look pretty good now... also, disabled ↵Perttu Ahola2011-02-01
| | | | loading player position from disk because map is regenerated always.
* partly working chunk-based map generator (doesn't save properly, spawn is ↵Perttu Ahola2011-02-01
| | | | pretty random)
* map generation framework under development... not quite operational at this ↵Perttu Ahola2011-01-30
| | | | point.
* Reworked texture, material, mineral and whatever handlingPerttu Ahola2011-01-26
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