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2012-09-24Source files cleanup: The rest of the files renamed.madmaxoft@gmail.com1-275/+0
2012-08-24cPickup doesn't use cPackets.madmaxoft@gmail.com1-10/+15
2012-08-24Monster classes don't use cPackets. Chat messages are sent / broadcast without cPackets. BlockEntities don't use cPackets.madmaxoft@gmail.com1-59/+14
2012-08-19Almost all packets' handling is now rewritten not to use cPacket descendants elsewhere than in cClientHandle.madmaxoft@gmail.com1-5/+4
2012-06-14Attempt to bring sanity to newlines across systems.cedeel@gmail.com1-316/+316
2012-03-14Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com1-1/+0
2012-03-10Using references instead of pointers for sending packetsmadmaxoft@gmail.com1-1/+1
2012-03-09cClientHandles have a unique ID now to distinguish themfaketruth1-2/+2
2012-02-21Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com1-1/+1
2012-02-15No longer using pointers for Vector3(f/d/i) in cEntity's and cTracerfaketruth1-47/+42
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.com1-41/+58
2012-01-29VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com1-1/+7
2012-01-19Terrain generation is synchronous again, async generation has bugs.faketruth1-2/+2
2011-12-29- Pickups should now burn in firelapayo94@gmail.com1-3/+7
2011-12-24Very alpha water physic for pickups (The swim now)lapayo94@gmail.com1-5/+55
2011-12-22Digging leaves with shears now drops leaveslapayo94@gmail.com1-0/+2
2011-12-22Fixes:lapayo94@gmail.com1-5/+10
2011-12-21- Crafting fixed in 1.0.0lapayo94@gmail.com1-2/+4
2011-11-06Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.admin@omencraft.com1-6/+11
2011-11-01You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth1-0/+2
2011-10-31Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth1-3/+3
2011-10-03MCServer c++ source filesfaketruth1-0/+229