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* Substantial cWorld::FastSetBlock() speed up by queueing all such calls and processing them later chunk-wise (makes growing trees in the generator fast again)madmaxoft@gmail.com2012-02-181-16/+1
* Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com2012-02-181-0/+1
* Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com2012-02-181-5/+7
* git-svn-id: http://mc-server.googlecode.com/svn/trunk@281 0a769ca7-a7f5-676a-18bf-c427514a06d6faketruth2012-02-161-1/+1
* New server command "unload" to manually unload unused chunksmadmaxoft@gmail.com2012-02-161-2/+2
* cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com2012-02-161-7/+8
* Got rid of dangerous GetEntity(), not using DoWithEntity()faketruth2012-02-161-5/+3
* Chunk is now marked as dirty; saving only dirty chunks; rewritten load / save not to use cChunkPtr; set VC2008 project to level4 warnings; block entities are now loaded and saved properlymadmaxoft@gmail.com2012-02-161-3/+11
* Restored chest and furnace functionality as it was (it's basically working but joined chests show single-chest window)madmaxoft@gmail.com2012-02-151-0/+5
* Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com2012-02-141-1/+2
* Got rid of cWorld::GetAllPlayers() and implemented ForEachPlayer() more or less in Luafaketruth2012-02-141-6/+3
* Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com2012-02-131-62/+99
* MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com2012-02-081-5/+19
* VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com2012-01-291-4/+4
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-6/+7
* Fixed the numchunks console command.faketruth2012-01-011-1/+2
* - implemented the fire simulation in native c++ (cFireSimulator)lapayo94@gmail.com2011-12-281-0/+2
* Some kind of 'template' world generator that right now just generates an all dirt world. You can use this to test new algorithmsfaketruth2011-12-271-2/+4
* - improved Simulator system lapayo94@gmail.com2011-12-261-2/+11
* - Linux compatible fixes including updated makefilemtilden@gmail.com2011-12-261-0/+1
* Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :Ofaketruth2011-12-251-0/+1
* Max. players and MOTD are now changeable in the settings.inilapayo94@gmail.com2011-12-241-4/+12
* Digging leaves with shears now drops leaveslapayo94@gmail.com2011-12-221-0/+4
* Added random weather that persists per world. Also added SetWeather, GetWeather, and CastThunderbolt to lua bindings.admin@omencraft.com2011-11-101-1/+6
* Redstone clocks now work. even one clocks. torches don't update themselves when placed yet, but redstone wire updates the torch. Fixed a bug with piston animations.admin@omencraft.com2011-11-091-0/+6
* Fixed world timefaketruth2011-11-081-0/+3
* Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.admin@omencraft.com2011-11-061-0/+3
* Fixed some "Entity was not found in any chunk!" warningsfaketruth2011-11-021-1/+1
* You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth2011-11-011-5/+6
* Made several recomended changes. Gamemode is now world based. Need to add it to player.admin@omencraft.com2011-10-261-0/+4
* MCServer c++ source filesfaketruth2011-10-031-0/+158