| Commit message (Collapse) | Author | Age | Files | Lines |
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Also added a "noop" redstone simulator that does the same as the fluid version.
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Doors wouldn't get powered by repeaters, and some blocks, like glass,
were viable middle blocks when they shouldn't have been.
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This commit is a refactoring of the redstone code, mainly the functions
handling the removal of invalid blocks from power supplier data
structures. Its aim is to improve performance and potentially reduce the
memory footprint of the data structures.
It works to reduce the amount of GetBlock()s triggered every tick.
Before, a GetBlock() was requested for every single item in the data
lists, as well as for every single redstone block in a chunk. Following
these changes, the AddBlock() event is utilised more effectively to only
update the lists when needed (a block is changed), as well as to insert
the block type (and update it when needed) alongside the coordinates
into the main redstone simulator chunkdata list.
In short, a single GetBlock() is now cached, with this cache being
updated when the simulator is awoken due to a block change.
At least, I *hope* that this is what it does :P
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Also added basic daylight sensors, though because GetBlockSkylight
always is 15, it doesn't work.
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Repeaters remain queued to power even if their original source has since
unpowered. Also functionised and cleaned up code.
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Game of Thrones music in Minecraft, here I come!
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+ Wires now power blocks around the block beneath
* Torches no longer power off if it is on a linked powered block
* Enhanced code, split functions, etc.
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Also an excuse to update submodules
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They DO sometimes get stuck though :P
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The redstone simulator kept on resetting them.
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This fixes #60.
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Also updated redstone simulator to support it
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Conflicts:
GNUmakefile
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