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* 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 :Ofaketruth2011-12-251-21/+31
| | | | | | | | | 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
* Digging leaves with shears now drops leaveslapayo94@gmail.com2011-12-221-4/+31
| | | | | | | | | | | | | Falling Sand now notifies water around Implemented Function to get the relative chunk position in the total position (cChunk::PositionToWorldPosition) Pistons donĀ“t drop water and lava items anymore when stopping water/lava implemented Getter for lava and water simulator IsBlockWater and IsBlockLava function in Defines.h git-svn-id: http://mc-server.googlecode.com/svn/trunk@97 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Changed chunk generation so any surface sand with air underneath it will turn into sandstone to prevent most sand cave-ins due to odd cave placement.admin@omencraft.com2011-11-151-12/+37
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@93 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Fixed doors. I forgot to actually return proper Hex value. Started work on adding farmland, farming, and leaf decay support.admin@omencraft.com2011-11-101-0/+5
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@86 0a769ca7-a7f5-676a-18bf-c427514a06d6
* 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.com2011-11-091-4/+4
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@80 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Fixed bug in cChunk.cpp not calculating RedstoneCircuits at the correct positions. Also, forgot to mention you can now place colored wool.admin@omencraft.com2011-11-081-2/+2
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@75 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Updated redstone and pistons some mode. If you break an extended piston the piston extension will now also break. When a redstone device is broken by something other than a person the redstone circuit should now update.admin@omencraft.com2011-11-071-4/+21
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@74 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.com2011-11-061-10/+10
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@67 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Change SetBlock to FastSetBlock in cRedstone.cpp and grass will now grow if any one hit block is above it.admin@omencraft.com2011-11-051-6/+11
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@65 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Fixed some "Entity was not found in any chunk!" warningsfaketruth2011-11-021-10/+18
| | | | | | | Player's current world is saved in the player file. When a player joins the server, the player joins the last world he was in. It seems MCServer can finally run multiple worlds! It just needs functionality to switch between them git-svn-id: http://mc-server.googlecode.com/svn/trunk@46 0a769ca7-a7f5-676a-18bf-c427514a06d6
* fixed player spawning in the ground.admin@omencraft.com2011-11-011-1/+1
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@42 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-33/+32
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@29 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Using SSE instructions for noise (terrain generation)faketruth2011-10-251-9/+9
| | | | | | Unfortunately the noise functions is only like 7% faster, so you won't even notice git-svn-id: http://mc-server.googlecode.com/svn/trunk@9 0a769ca7-a7f5-676a-18bf-c427514a06d6
* Compiles for linuxfaketruth2011-10-211-6/+9
| | | | git-svn-id: http://mc-server.googlecode.com/svn/trunk@6 0a769ca7-a7f5-676a-18bf-c427514a06d6
* MCServer c++ source filesfaketruth2011-10-031-0/+1388
git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6