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* 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.com2012-02-131-48/+41
* Removed unused codemadmaxoft@gmail.com2012-02-081-1/+0
* 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.com2012-02-081-1/+18
* Initial cFile implementation (using stdio FILE) and test in cChunkMapmadmaxoft@gmail.com2012-01-301-2/+3
* Old code begone! ChunkMap cleanupmadmaxoft@gmail.com2012-01-291-22/+1
* Fixed the numchunks console command.faketruth2012-01-011-0/+2
* 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/+2
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-1/+3
* Added denotch map converter. Program currently reads the only mcr file in the region dir and writes the uncompressed chunk data in world/X0-Z0.pak. I compile in linux with "g++ cConvert.cpp -lz -o denotch"admin@omencraft.com2011-10-291-1/+1
* MCServer c++ source filesfaketruth2011-10-031-0/+91