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2012-02-16Chunk 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.com1-0/+2
2012-02-14Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com1-2/+0
2012-02-13Rewritten 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.com1-0/+18
2012-02-07cSocketThreads initial commit. Not yet tested and not yet integratedmadmaxoft@gmail.com1-0/+2
2012-02-01new cIsThread object for thread encapsulationmadmaxoft@gmail.com1-0/+2
2012-02-01Introducing StringUtils - the place to be if you are a generic string routine :) No more sprintf()!madmaxoft@gmail.com1-0/+2
2012-01-30Initial cFile implementation (using stdio FILE) and test in cChunkMapmadmaxoft@gmail.com1-0/+2
2012-01-29VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com1-2/+13
2012-01-28Converted entire Core plugin including WebAdmin interface to new plugin method/system/thingy and sexyfied it.faketruth1-0/+2
2012-01-27Added a VC2010 configuration for Debug build with optimized Noise; made it the default in VC2008madmaxoft@gmail.com1-1/+92
2012-01-26Working on a new plugin design with Lua. While retaining backwards compatibility of course...faketruth1-0/+2
2012-01-19Terrain generation is synchronous again, async generation has bugs.faketruth1-0/+1
2012-01-01- implemented separated inventory for creative mode (cSurvivalInventory and cCreativeInventory)lapayo94@gmail.com1-2/+6
2011-12-31Made a couple of functions in cChunk inline, this should speed up several block operations on chunksfaketruth1-0/+1
2011-12-28- implemented the fire simulation in native c++ (cFireSimulator)lapayo94@gmail.com1-0/+2
2011-12-27Some kind of 'template' world generator that right now just generates an all dirt world. You can use this to test new algorithmsfaketruth1-0/+2
2011-12-26- improved Simulator system lapayo94@gmail.com1-0/+6
2011-12-26Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cppfaketruth1-0/+2
2011-12-26Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speedfaketruth1-0/+1
2011-12-26 - Make Color was using 2 extra characters which took 2 characters off the 16 max (including color codes) for scoreboard displaymtilden@gmail.com1-0/+2
2011-12-25- Fixed Bug #99 -> Mobs no longer bother you in creative modelapayo94@gmail.com1-0/+6
2011-12-25Refactored both simulators (water and lava) to make them more flexible and easier to modifylapayo94@gmail.com1-0/+2
2011-12-25Chunks 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 :Ofaketruth1-25/+21
2011-12-21- Crafting fixed in 1.0.0lapayo94@gmail.com1-0/+2
2011-11-08It's a Squirrel!!faketruth1-7/+7
2011-11-07Added three new packets and cleaned up cPacket_Thunderbolt.cpp... cPacket_BlockAction, cPacket_Explosion, and cPacket_SoundEffect.admin@omencraft.com1-0/+6
2011-11-06Patch 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.com1-0/+2
2011-11-05Added cPiston.h and cPiston.cpp to VC2010 files.admin@omencraft.com1-0/+2
2011-11-04Added cRedstone to project filefaketruth1-1/+3
2011-11-02Added New/Invaid State and Thunderbolt packets. For testing purposes it now rains whenever a player opens a workbench and stops when they pen a chest. The rain start/stop in only sent to the sole clientopening the items.admin@omencraft.com1-1/+5
2011-10-31Player data is saved and loaded as human readable JSON now.faketruth1-1/+4
2011-10-26Added CreateInventoryAction packet for creative mode. Used cPacketEntityEquipment as template. Forced server into Creative Mode. Can't break blocks yet. Player can stil be damaged in creative mode and dying takes you back to survival mode.admin@omencraft.com1-1/+3
2011-10-26Updated VS2010 project filesfaketruth1-0/+28
2011-10-03Visual Studio 2010 solution and project filesfaketruth1-0/+488