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2012-05-25Merged the composable_generator branch into the trunkmadmaxoft@gmail.com1-24/+35
2012-04-10Added the "/regeneratechunk" command that regenerates either current chunk or a chunk specified with x, z parameters. TODO: permissions - we don't want guests erasing our chunks!madmaxoft@gmail.com1-2/+3
2012-03-16That didn't work.. I forgot some cChunk functions were changed. Now it should compile againfaketruth1-0/+3
2012-03-14Unified the chunk data to use the BLOCKDATA datatype.madmaxoft@gmail.com1-1/+1
2012-03-14Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com1-168/+47
2012-03-13Small optimizations in the SetNibble() and GetNibble() functions; removed unused lighting functions from cChunkmadmaxoft@gmail.com1-3/+1
2012-03-10Completely integrated the new axis ordering. Will update worlds accordinglyfaketruth1-1/+1
2012-03-10Was using "#else if" which is not valid apparently, now using "#elif"faketruth1-2/+2
2012-03-10You can change axis ordering by setting AXIS_ORDER to AXIS_ORDER_XZY in cChunk.h !THIS WILL SCREW UP YOUR WORLDS THOUGH!faketruth1-13/+22
2012-03-10Using more of the index functions in cChunk, so it should be easy enough to flip the axis ordering nowfaketruth1-4/+31
2012-03-09cClientHandles have a unique ID now to distinguish themfaketruth1-1/+1
2012-03-05ChunkSender: Chunks are now compressed and sent to clients from a separate threads, proper passive waiting between threads. Not much tested, just appears to work :)madmaxoft@gmail.com1-6/+9
2012-03-04Should have complete support for 256 blocks high worlds. Old save files are converted to new ones at load.faketruth1-1/+1
2012-03-04The world can now truly be made higher by incrementing cChunk::c_ChunkHeight to 256. !!HOWEVER THIS WILL DESTROY YOUR SAVED WORLD!!faketruth1-1/+1
2012-03-04Changed signed char to unsigned char in block packets, so we can receive height up to 255faketruth1-1/+2
2012-03-03Got rid of some hardcoded numbers, now using hardcoded variables! woofaketruth1-4/+6
2012-03-01New redstone simulator. Should work without crashes!faketruth1-0/+1
2012-02-28Server uses ~40% less CPU nowfaketruth1-1/+1
2012-02-28Chunk now has an indicator of load failure; Chunk generator uses cChunkStaymadmaxoft@gmail.com1-0/+3
2012-02-26New cChunkStay class for temporarily keeping chunks loaded even when then have no clients. For now unused, will be used by generator and lighting in the future.madmaxoft@gmail.com1-0/+6
2012-02-23Plain pointer cChunkPtr finishing touches; removed cChunk's critical sectionsmadmaxoft@gmail.com1-14/+5
2012-02-23Made cChunkPtr a plain old pointer again, since it's safe nowmadmaxoft@gmail.com1-1/+1
2012-02-23cChunk: removed unused codemadmaxoft@gmail.com1-2/+0
2012-02-21Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com1-2/+8
2012-02-21Fixed heightmap optimization from rev 302; removed a few more cChunkPtrsmadmaxoft@gmail.com1-3/+4
2012-02-20Removed some more cChunkPtr usagemadmaxoft@gmail.com1-2/+24
2012-02-18Substantial cWorld::FastSetBlock() speed up by queueing all such calls and processing them later chunk-wise (makes growing trees in the generator fast again)madmaxoft@gmail.com1-1/+16
2012-02-18Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com1-3/+6
2012-02-18Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com1-1/+1
2012-02-17Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com1-2/+12
2012-02-16cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com1-4/+4
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.com1-3/+49
2012-02-15Restored chest and furnace functionality as it was (it's basically working but joined chests show single-chest window)madmaxoft@gmail.com1-0/+2
2012-02-14Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com1-10/+9
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