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* Removed the VC2010 project file - it was not maintained for some time anyway. If anyone wants to use VC2010, just open the 2008 project.madmaxoft@gmail.com2012-09-211-119/+0
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@870 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Squirrel Pluginslapayo94@gmail.com2012-07-081-22/+0
| | | | | | | | | I worked a little bit on the squirrel Bindings They work now on linux and windows :) (OSX is untested, but should work also) but they are very limited at the moment. (Only made OnChat working) I also fixed some small bugs. git-svn-id: http://mc-server.googlecode.com/svn/trunk@648 0a769ca7-a7f5-676a-18bf-c427514a06d6
* 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 :Ofaketruth2011-12-251-5/+10
| | | | | | | | | Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues. Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage() Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading. git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Forgot to add squirrel project for windowsfaketruth2011-11-081-0/+136
git-svn-id: http://mc-server.googlecode.com/svn/trunk@77 0a769ca7-a7f5-676a-18bf-c427514a06d6