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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.com1-36/+93
2012-02-08Removed unused codemadmaxoft@gmail.com1-3/+5
2012-02-08MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com1-2/+12
2012-01-29Old code begone! ChunkMap cleanupmadmaxoft@gmail.com1-2/+0
2012-01-19Terrain generation is synchronous again, async generation has bugs.faketruth1-2/+2
2012-01-01Fixed the numchunks console command.faketruth1-0/+5
2011-12-31Made a couple of functions in cChunk inline, this should speed up several block operations on chunksfaketruth1-1/+14
2011-12-26 - Linux compatible fixes including updated makefilemtilden@gmail.com1-1/+1
2011-12-26Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cppfaketruth1-15/+7
2011-12-26Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speedfaketruth1-1/+6
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 :Ofaketruth1-0/+1
2011-12-22Digging leaves with shears now drops leaveslapayo94@gmail.com1-0/+2
2011-10-31Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth1-4/+7
2011-10-21Compiles for linuxfaketruth1-1/+2
2011-10-03MCServer c++ source filesfaketruth1-0/+127