| Commit message (Collapse) | Author | Age | Files | Lines |
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+ Add type-safe container for states
* Split registry Blocks into BlockTypes, BlockStates so the block types enumeration can be #included without too much penalty
* Ensure Registry uses type-safe container
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* TNT: Implement tracing algorithm
+ Add intensity tracing
* Fix iterating over all players to SendExplosion, even those not in range
* Implemented TNT entity interaction
* Fixed misaligned destruction tracing
* Finalise TNT algorithm
- Remove BlockArea and just use chunks
Using SetBlock makes it so that we can update everything properly, and does appear to be faster.
* BlockInfo learns about explosion attentuation
* Rename Explodinator parameters
* TNT: pull block destruction into common function
Co-authored-by: Alexander Harkness <me@bearbin.net>
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* We no longer need to track the powering block with the removal of SolidBlockHandler. PowerLevel is now just an unsigned char
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- Remove cSolidBlockHandler
* Functionality now integrated into simulator dispatcher
* Fix door double open/close issues, arisen due to the top/bottom halves getting different power
+ Small migration to block states for redstone wire
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+ Improved performance, reduces bottleneck in chunkmap lookup
* Stop allocating and throwing away lots of small vectors in Update/GetValidSourcePositions return values
- Remove unused GetPowerLevel virtual
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+ Add inclusions to Globals.h
* Sort Globals.h
- Remove sys/stat.h from Globals.h
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* Fixes #3198
* Fixes #57 (again lol)
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When a new block was placed that has a corresponding RedstoneHandler the PowerData for the position was cached, but never deleted and remained unchanged when the block got destroyed. The RedstoneSimulator now erases all cached PowerData for positions where the block doesn't have a RedstoneHandler (i.e. Air).
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-> Many thanks to @worktycho for the idea, and @Haxi52 for the implementation plan!
* Uses classes and inheritance now
* Speed should be improved
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