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* Server uses ~40% less CPU nowfaketruth2012-02-281-1/+1
* Chunk now has an indicator of load failure; Chunk generator uses cChunkStaymadmaxoft@gmail.com2012-02-281-0/+3
* New cChunkStay class for temporarily keeping chunks loaded even when then have no clients. For now unused, will be used by generator and lighting in the future.madmaxoft@gmail.com2012-02-261-0/+6
* Plain pointer cChunkPtr finishing touches; removed cChunk's critical sectionsmadmaxoft@gmail.com2012-02-231-14/+5
* Made cChunkPtr a plain old pointer again, since it's safe nowmadmaxoft@gmail.com2012-02-231-1/+1
* cChunk: removed unused codemadmaxoft@gmail.com2012-02-231-2/+0
* Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com2012-02-211-2/+8
* Fixed heightmap optimization from rev 302; removed a few more cChunkPtrsmadmaxoft@gmail.com2012-02-211-3/+4
* Removed some more cChunkPtr usagemadmaxoft@gmail.com2012-02-201-2/+24
* 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.com2012-02-181-1/+16
* Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com2012-02-181-3/+6
* Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com2012-02-181-1/+1
* Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com2012-02-171-2/+12
* cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com2012-02-161-4/+4
* 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/+49
* 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/+2
* Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com2012-02-141-10/+9
* 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.com2012-02-131-36/+93
* Removed unused codemadmaxoft@gmail.com2012-02-081-3/+5
* 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.com2012-02-081-2/+12
* Old code begone! ChunkMap cleanupmadmaxoft@gmail.com2012-01-291-2/+0
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-2/+2
* Fixed the numchunks console command.faketruth2012-01-011-0/+5
* Made a couple of functions in cChunk inline, this should speed up several block operations on chunksfaketruth2011-12-311-1/+14
* - Linux compatible fixes including updated makefilemtilden@gmail.com2011-12-261-1/+1
* Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cppfaketruth2011-12-261-15/+7
* Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speedfaketruth2011-12-261-1/+6
* 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
* Digging leaves with shears now drops leaveslapayo94@gmail.com2011-12-221-0/+2
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-4/+7
* Compiles for linuxfaketruth2011-10-211-1/+2
* MCServer c++ source filesfaketruth2011-10-031-0/+127