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* That 2nd assert didn't make much sense...faketruth2012-02-221-1/+2
* Added some asserts to trace a bugfaketruth2012-02-221-1/+1
* Removed some more cChunkPtr usagemadmaxoft@gmail.com2012-02-201-30/+53
* Using own ASSERT() that logs to filefaketruth2012-02-201-1/+1
* No longer using pointers for Vector3(f/d/i) in cEntity's and cTracerfaketruth2012-02-151-21/+18
* 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.com2012-02-131-113/+163
* VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com2012-01-291-1/+3
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-1/+1
* Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speedfaketruth2011-12-261-14/+3
* - fixed the code from the last commit :)lapayo94@gmail.com2011-12-251-4/+6
* - Fixed a critical bug, which caused players to not getting spawned on the others clientlapayo94@gmail.com2011-12-251-0/+5
* Fixed some "Entity was not found in any chunk!" warningsfaketruth2011-11-021-10/+29
* You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth2011-11-011-0/+2
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-11/+15
* MCServer c++ source filesfaketruth2011-10-031-0/+283