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* Source files cleanup: The rest of the files renamed.madmaxoft@gmail.com2012-09-241-275/+0
* cPickup doesn't use cPackets.madmaxoft@gmail.com2012-08-241-10/+15
* Monster classes don't use cPackets. Chat messages are sent / broadcast without cPackets. BlockEntities don't use cPackets.madmaxoft@gmail.com2012-08-241-59/+14
* Almost all packets' handling is now rewritten not to use cPacket descendants elsewhere than in cClientHandle.madmaxoft@gmail.com2012-08-191-5/+4
* Attempt to bring sanity to newlines across systems.cedeel@gmail.com2012-06-141-316/+316
* Split chunk data into separate arrays; decoupled most sources from cChunk.h dependencymadmaxoft@gmail.com2012-03-141-1/+0
* Using references instead of pointers for sending packetsmadmaxoft@gmail.com2012-03-101-1/+1
* cClientHandles have a unique ID now to distinguish themfaketruth2012-03-091-2/+2
* Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com2012-02-211-1/+1
* No longer using pointers for Vector3(f/d/i) in cEntity's and cTracerfaketruth2012-02-151-47/+42
* 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.com2012-02-131-41/+58
* 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/+7
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-2/+2
* - Pickups should now burn in firelapayo94@gmail.com2011-12-291-3/+7
* Very alpha water physic for pickups (The swim now)lapayo94@gmail.com2011-12-241-5/+55
* Digging leaves with shears now drops leaveslapayo94@gmail.com2011-12-221-0/+2
* Fixes:lapayo94@gmail.com2011-12-221-5/+10
* - Crafting fixed in 1.0.0lapayo94@gmail.com2011-12-211-2/+4
* Patch 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.com2011-11-061-6/+11
* 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'sfaketruth2011-10-311-3/+3
* MCServer c++ source filesfaketruth2011-10-031-0/+229