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* Refactored both simulators (water and lava) to make them more flexible and easier to modifylapayo94@gmail.com2011-12-252-10/+21
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@108 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 :Ofaketruth2011-12-2510-62/+79
| | | | | | | | | 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
* - Crafting fixed in 1.0.0lapayo94@gmail.com2011-12-212-0/+11
| | | | | | | | | | - Server compatible with the weapons and equip again. (Some Packets were incompatible) - fixed bucket bugs (not all) - Fixed clients getting crashed by wrong Pickups - fixed nearly all mob drops. (Check wheather they are burning is missing Big Grin) - maybe some other things I canĀ“t recall atm Big Grin git-svn-id: http://mc-server.googlecode.com/svn/trunk@94 0a769ca7-a7f5-676a-18bf-c427514a06d6
* bugfix to redstone, it can climb walls again.admin@omencraft.com2011-11-091-0/+1
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@81 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Broke something in the filters file, fixed nowfaketruth2011-11-081-1/+0
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@79 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Forgot to add squirrel project for windowsfaketruth2011-11-083-0/+337
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@77 0a769ca7-a7f5-676a-18bf-c427514a06d6
* It's a Squirrel!!faketruth2011-11-088-20/+30
| | | | | | In SquirrelBindings.h use #define USE_SQUIRREL 1 to enable squirrel git-svn-id: http://mc-server.googlecode.com/svn/trunk@76 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Added three new packets and cleaned up cPacket_Thunderbolt.cpp... cPacket_BlockAction, cPacket_Explosion, and cPacket_SoundEffect.admin@omencraft.com2011-11-072-0/+33
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@70 0a769ca7-a7f5-676a-18bf-c427514a06d6
* 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.com2011-11-062-0/+11
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@67 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Added cPiston.h and cPiston.cpp to VC2010 files.admin@omencraft.com2011-11-052-0/+11
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@64 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Updated denotch map converter to work in windows. Still has memory leak though.admin@omencraft.com2011-11-053-18/+33
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@61 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Added cRedstone to project filefaketruth2011-11-042-2/+13
| | | | | | Changed NetworkToHostFloat4(), maybe it works now on 64bit linux git-svn-id: http://mc-server.googlecode.com/svn/trunk@54 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Added 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.com2011-11-022-2/+24
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@47 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Player data is saved and loaded as human readable JSON now.faketruth2011-10-312-2/+17
| | | | | | | | cFileFormatUpdate will loop through old files and convert them to new files (should replace legacy old format loading code) cItem has two new functions to load from Json and output Json, this will keep the items in Json standard ChestEntity and FurnaceEntity use the new functions in cItem git-svn-id: http://mc-server.googlecode.com/svn/trunk@35 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-312-0/+16
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@29 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Changed long to long long so it works fine on 32bit systemsfaketruth2011-10-304-0/+132
| | | | | | | | | Added printing for Byte array tags (the length is incorrect though) Structured the tags enums a bit more In cConvert.cpp the correct compounds are opened before accessing data Added VS2010 project so the converter can be compiled through VS2010 git-svn-id: http://mc-server.googlecode.com/svn/trunk@27 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Added 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.com2011-10-262-2/+13
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@15 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Updated VS2010 project filesfaketruth2011-10-262-6/+160
| | | | | | | Made monster spawning code in cWorld.cpp a bit more compact and readable srand() is only supposed to be called once in the whole program, and it's already called in the constructor of cWorld so it doesn't have to be in cWorld::Tick() git-svn-id: http://mc-server.googlecode.com/svn/trunk@14 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Compiles for linuxfaketruth2011-10-211-3/+4
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@6 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Visual Studio 2010 solution and project filesfaketruth2011-10-0323-0/+2735
git-svn-id: http://mc-server.googlecode.com/svn/trunk@2 0a769ca7-a7f5-676a-18bf-c427514a06d6