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2013-03-24Set of changes to build mineTest using Visual Studio 11.0. These affectMukul Sati
the following: 1. String concatenation in guiMainMenu.cpp - it is required for all individual strings to be of the same type <unicode/non-unicode>; adding explicit L qualifier before the other strings. 2. Correcting type of BlockMakeData to struct in place of class forward declarations. This information is used for name decoration by Visual Studio, leading to linker errors in case of mismatches. 3. Windows headers define max as a macro somewhere, leading to a compile time error in profiler.h; using () around function to prevent macro match from occurring.
2013-03-11Migrate to STL containers/algorithms.Ilya Zhuravlev
2013-02-25Merge pull request #482 from proller/liquidkwolekr
finite liquid
2013-02-25Misc. cleanup and minor fixeskwolekr
2013-02-25Add multi-Emerge thread supportkwolekr
2013-02-25Add emerge.cpp, initial EmergeThread changeskwolekr
- Neatly placed all emerge related code into a new file, emerge.cpp - Greatly cleaned up the code in EmergeThread::Thread() - Reworked Emerge queue. Now an actual std::queue of v3s16 block positions - Removed the completely unnecessary map of peer ids requesting blocks
2013-02-24Update Copyright YearsSfan5
2013-02-24Change Minetest-c55 to MinetestPilzAdam
2013-02-24new adjustable finite liquidproller
2013-01-23Make mapgen factory setup more elegant, add mapgen_v6.hkwolekr
2013-01-21Finish and clean up mapgen configurationkwolekr
2013-01-21The new mapgen, noise functions, et al.kwolekr
2012-07-27Experimental-ish rollback functionalityPerttu Ahola
2012-07-23Implement node timersdarkrose
2012-06-17Optimize headersPerttu Ahola
2012-06-17Properly and efficiently use split utility headersPerttu Ahola
2012-06-05Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola
GPLv2/later, by agreement of major contributors
2012-06-03WIP node metadata, node timersKahrl
2012-03-29Area-based MapEditEvent ignore and that put to use for on_generate tooPerttu Ahola
2012-03-29Reduce EnvRef:set_node() time tenfold by postponing the dayNightDiff update ↵Perttu Ahola
until it is actually needed
2012-03-16Move ClientMap to clientmap.{h,cpp}Perttu Ahola
2012-03-15MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl
light, removed footprints
2012-01-22Node placement / mineral / serialization / iron freq / node_dig callbackKahrl
- Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
2011-11-29Replace old active block random node modifying things with actual ↵Perttu Ahola
ActiveBlockModifiers
2011-11-29Clean mapnode.h and fix other files accordinglyPerttu Ahola
2011-11-29GameDef compilesPerttu Ahola
2011-11-29Create framework for getting rid of global definitions of ↵Perttu Ahola
node/tool/item/whatever types
2011-10-18Add /clearobjectsPerttu Ahola
2011-10-17Fix chest not working after walked away and came backPerttu Ahola
2011-09-26Merge branch 'view_bobbing_and_vielded_tool'Perttu Ahola
2011-09-22added locking chests - clean patchdarkrose
2011-09-08Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl
camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
2011-09-07Removed unused camera_position and camera_direction fields from Client. ↵Kahrl
Moved ClientEnvironment::drawPostFx to ClientMap::renderPostFx -- this will make the camera management classes easier to write, as ClientMap already knows the camera position but ClientEnvironment doesn't and has to be told about it. This also eliminates the need for Client::getEnv(). Made the post effect color a content feature defined in content_mapnode.h.
2011-09-04These numbers were well exceeding 2^32...JacobF
2011-09-02Initial sqlite3 maps.JacobF
* The map will reside in world/map.sqlite * It will load from the sectors folder but will not save there
2011-07-01Fixed objects being sometimes not able to be stored statically in a block ↵Perttu Ahola
when block has been unloaded
2011-06-27map unloading is now a whole lot betterPerttu Ahola
2011-06-26fixed block unloading from memory (a better fix coming next)Perttu Ahola
2011-06-26even more code refactoringPerttu Ahola
2011-06-26more reorganizing of map codePerttu Ahola
2011-06-26cleaned map stuffPerttu Ahola
2011-06-25moved mapgen stuff around abitPerttu Ahola
2011-06-25New map generator added (and SQLite, messed up the commits at that time...) ↵Perttu Ahola
(import from temporary git repo)
2011-06-18farmesh is now usable.Perttu Ahola
2011-06-05...and the map part of thatPerttu Ahola
2011-05-31Reduced server CPU usage on NodeMetadata step()s. Also furnace now cooks ↵Perttu Ahola
while no players are near it.
2011-05-18New map directory structure that avoids map size being limited by filesystemCiaran Gultnieks
2011-04-30random comment updatesPerttu Ahola
2011-04-26Optimized map saving and sending (server-side)Perttu Ahola
2011-04-21Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola