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* Leaves decay properly - if they are not connected to a logmadmaxoft@gmail.com2012-07-021-1/+5
* Removed the deprecated GetBlockEntity(), added several enumerators to replace it.madmaxoft@gmail.com2012-06-171-1/+20
* Fixed leaves blockticking - must touch neighboring chunks, too, instead of self at wrong places.madmaxoft@gmail.com2012-06-171-0/+1
* Exported cWorld::ForEachEntity and cWorld::ForEachEntityInChunk; no idea if they actually workmadmaxoft@gmail.com2012-06-161-1/+4
* Attempt to bring sanity to newlines across systems.cedeel@gmail.com2012-06-141-271/+271
* Cacti grow by themselves and by bonemealmadmaxoft@gmail.com2012-06-091-0/+3
* Sugarcane grows and can be grown using bonemeal.madmaxoft@gmail.com2012-06-081-0/+3
* Bonemeal works on crops, melons, pumpkins, saplings and grass. Plant growing has been refactored into separate functions callable from Lua, too.madmaxoft@gmail.com2012-06-071-0/+3
* BlockChecking split into a separate functionmadmaxoft@gmail.com2012-06-071-1/+4
* Repeaters' delays can be set by rclkmadmaxoft@gmail.com2012-06-071-0/+1
* Grass spreads to adjacent dirt blocks. Doesn't check dest light yet.madmaxoft@gmail.com2012-06-061-0/+1
* Added support for SetNextBlockTick() function callable from Luamadmaxoft@gmail.com2012-05-301-0/+8
* Fixed blocktick distributionmadmaxoft@gmail.com2012-05-301-12/+1
* Farmland gets hydrated and dehydrated. Fixed an off-by-one error in neighbor-chunk manipulation.madmaxoft@gmail.com2012-05-301-0/+1
* Added code for the chunks to manipulate their neighbors while ticking. Also added some basic farming support - melon and pumpkin growing code. Untested and untestable so far, will test and fix later.madmaxoft@gmail.com2012-05-291-8/+14
* Merged the composable_generator branch into the trunkmadmaxoft@gmail.com2012-05-251-24/+35
* Added 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.com2012-04-101-2/+3
* That didn't work.. I forgot some cChunk functions were changed. Now it should compile againfaketruth2012-03-161-0/+3
* Unified the chunk data to use the BLOCKDATA datatype.madmaxoft@gmail.com2012-03-141-1/+1
* Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com2012-03-141-168/+47
* Small optimizations in the SetNibble() and GetNibble() functions; removed unused lighting functions from cChunkmadmaxoft@gmail.com2012-03-131-3/+1
* Completely integrated the new axis ordering. Will update worlds accordinglyfaketruth2012-03-101-1/+1
* Was using "#else if" which is not valid apparently, now using "#elif"faketruth2012-03-101-2/+2
* You can change axis ordering by setting AXIS_ORDER to AXIS_ORDER_XZY in cChunk.h !THIS WILL SCREW UP YOUR WORLDS THOUGH!faketruth2012-03-101-13/+22
* Using more of the index functions in cChunk, so it should be easy enough to flip the axis ordering nowfaketruth2012-03-101-4/+31
* cClientHandles have a unique ID now to distinguish themfaketruth2012-03-091-1/+1
* ChunkSender: 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.com2012-03-051-6/+9
* Should have complete support for 256 blocks high worlds. Old save files are converted to new ones at load.faketruth2012-03-041-1/+1
* The world can now truly be made higher by incrementing cChunk::c_ChunkHeight to 256. !!HOWEVER THIS WILL DESTROY YOUR SAVED WORLD!!faketruth2012-03-041-1/+1
* Changed signed char to unsigned char in block packets, so we can receive height up to 255faketruth2012-03-041-1/+2
* Got rid of some hardcoded numbers, now using hardcoded variables! woofaketruth2012-03-031-4/+6
* New redstone simulator. Should work without crashes!faketruth2012-03-011-0/+1
* Server uses ~40% less CPU nowfaketruth2012-02-281-1/+1
* Chunk now has an indicator of load failure; Chunk generator uses cChunkStaymadmaxoft@gmail.com2012-02-281-0/+3
* New 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.com2012-02-261-0/+6
* Plain pointer cChunkPtr finishing touches; removed cChunk's critical sectionsmadmaxoft@gmail.com2012-02-231-14/+5
* Made cChunkPtr a plain old pointer again, since it's safe nowmadmaxoft@gmail.com2012-02-231-1/+1
* cChunk: removed unused codemadmaxoft@gmail.com2012-02-231-2/+0
* Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com2012-02-211-2/+8
* Fixed heightmap optimization from rev 302; removed a few more cChunkPtrsmadmaxoft@gmail.com2012-02-211-3/+4
* Removed some more cChunkPtr usagemadmaxoft@gmail.com2012-02-201-2/+24
* Substantial 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.com2012-02-181-1/+16
* Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com2012-02-181-3/+6
* Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com2012-02-181-1/+1
* Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com2012-02-171-2/+12
* cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com2012-02-161-4/+4
* Chunk 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.com2012-02-161-3/+49
* Restored chest and furnace functionality as it was (it's basically working but joined chests show single-chest window)madmaxoft@gmail.com2012-02-151-0/+2
* Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com2012-02-141-10/+9
* Rewritten 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.com2012-02-131-36/+93
* Removed unused codemadmaxoft@gmail.com2012-02-081-3/+5
* MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com2012-02-081-2/+12
* Old code begone! ChunkMap cleanupmadmaxoft@gmail.com2012-01-291-2/+0
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-2/+2
* Fixed the numchunks console command.faketruth2012-01-011-0/+5
* Made a couple of functions in cChunk inline, this should speed up several block operations on chunksfaketruth2011-12-311-1/+14
* - Linux compatible fixes including updated makefilemtilden@gmail.com2011-12-261-1/+1
* Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cppfaketruth2011-12-261-15/+7
* Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speedfaketruth2011-12-261-1/+6
* 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 :Ofaketruth2011-12-251-0/+1
* Digging leaves with shears now drops leaveslapayo94@gmail.com2011-12-221-0/+2
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-4/+7
* Compiles for linuxfaketruth2011-10-211-1/+2
* MCServer c++ source filesfaketruth2011-10-031-0/+127