forked from Mirrorlandia_minetest/minetest
Documentation updates.
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Minetest-c55
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Minetest-c55
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---------------
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---------------
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An InfiniMiner/Minecraft inspired game.
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Copyright (c) 2010 Perttu Ahola <celeron55@gmail.com>
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Copyright (c) 2010 Perttu Ahola <celeron55@gmail.com>
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An InfiniMiner/Minecraft inspired game.
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NOTE: This file is somewhat outdated most of the time.
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This is a development version:
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This is a development version:
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------------------------------
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- Don't expect it to work as well as a finished game will.
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- Don't expect it to work as well as a finished game will.
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- Please report any bugs to me. That way I can fix them to the next release.
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- Please report any bugs to me. That way I can fix them to the next release.
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- debug.txt is useful when the game crashes.
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- debug.txt is useful when the game crashes.
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Public servers:
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Public servers:
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---------------
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kray.dy.fi :30000 (friend's server)
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kray.dy.fi :30000 (friend's server)
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celeron.55.lt :30000 (my own server)
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celeron.55.lt :30000 (my own server)
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Controls:
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Controls:
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---------
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- See the in-game pause menu
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- See the in-game pause menu
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Map directory:
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Map directory:
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--------------
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- Map is stored in a directory, which can be removed to generate a new map.
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- Map is stored in a directory, which can be removed to generate a new map.
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- There is na command-line option for it: --map-dir
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- There is na command-line option for it: --map-dir
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- As default, it is located in:
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- As default, it is located in:
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@ -30,6 +30,7 @@ Map directory:
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OS X: ~/Library/Application Support/map
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OS X: ~/Library/Application Support/map
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Configuration file:
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Configuration file:
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-------------------
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- An optional configuration file can be used. See minetest.conf.example.
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- An optional configuration file can be used. See minetest.conf.example.
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- Path to file can be passed as a parameter to the executable:
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- Path to file can be passed as a parameter to the executable:
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--config <path-to-file>
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--config <path-to-file>
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@ -43,48 +44,38 @@ Configuration file:
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OS X: ~/Library/Application Support/minetest.conf
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OS X: ~/Library/Application Support/minetest.conf
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Command-line options:
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Command-line options:
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---------------------
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- Use --help
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- Use --help
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Compiling on GNU/Linux:
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Compiling on GNU/Linux:
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-----------------------
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- You need:
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Install dependencies. Here's an example for Debian/Ubuntu:
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* CMake
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$ apt-get install libirrlicht-dev cmake libbz2-dev libpng12-dev libjpeg8-dev libxxf86vm-dev
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* Irrlicht
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* Zlib
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- You can probably find these in your distro's package repository.
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- Building has been tested to work flawlessly on many systems.
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- Check possible options:
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Download source, extract (this is the URL to the latest of source repository, which might not work at all times):
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$ cd whatever/minetest
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$ wget https://bitbucket.org/celeron55/minetest/get/tip.tar.gz
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$ cmake . -LH
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$ tar xf tip.tar.gz
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$ cd minetest
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- A system-wide install:
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Build a version that runs directly from the source directory:
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$ cd whatever/minetest
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$ cmake . -DRUN_IN_PLACE=1
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$ cmake . -DCMAKE_INSTALL_PREFIX=/usr/local
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$ make -j2
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$ sudo make install
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$ minetest
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- Install to home directory:
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$ cd whatever/minetest
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$ cmake . -DCMAKE_INSTALL_PREFIX=~/minetest_install
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$ make -j2
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$ make install
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$ ~/minetest_install/bin/minetest
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- For running in the source directory:
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$ cd whatever/minetest
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$ cmake . -DRUN_IN_PLACE
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$ make -j2
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$ make -j2
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$ ./bin/minetest
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Run it:
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$ cd bin
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$ ./minetest
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- Use cmake . -LH to see all CMake options and their current state
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- If you want to install it system-wide (or are making a distribution package), you will want to use -DRUN_IN_PLACE=0
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- You can build a bare server or a bare client by specifying -DBUILD_CLIENT=0 or -DBUILD_SERVER=0
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- You can select between Release and Debug build by -DCMAKE_BUILD_TYPE=<Debug or Release>
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- Note that the Debug build is considerably slower
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Compiling on Windows:
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Compiling on Windows:
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- NOTE: Seems that the CMake build system produces executables that don't work
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- NOTE: Seems that the CMake build system produces executables that don't work
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for many people. The old build system is still included, but it's not
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for many people. The old build system is still included, but it's not
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documented in here.
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documented anywhere.
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- You need CMake, Irrlicht, Zlib and Visual Studio or MinGW
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- You need CMake, Irrlicht, Zlib and Visual Studio or MinGW
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- NOTE: Probably it will not work easily and you will need to fix some stuff.
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- NOTE: Probably it will not work easily and you will need to fix some stuff.
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- Steps:
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- Steps:
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@ -94,8 +85,8 @@ Compiling on Windows:
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- Set up some options and paths
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- Set up some options and paths
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- Hit "Configure"
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- Hit "Configure"
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- Hit "Generate"
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- Hit "Generate"
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- VC: Open the generated .sln and build it
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- MSVC: Open the generated .sln and build it
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- MinGW: Browse to the build directory and run 'make'
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MinGW: Browse to the build directory and run 'make'
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License of Minetest-c55
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License of Minetest-c55
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-----------------------
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-----------------------
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38
src/main.cpp
38
src/main.cpp
@ -104,19 +104,41 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
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different directions and then only those drawn that need to be
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different directions and then only those drawn that need to be
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- Also an 1-dimensional tile map would be nice probably
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- Also an 1-dimensional tile map would be nice probably
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Documentation:
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--------------
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TODO: Copy build instructions from website to README.txt
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Build system / running:
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-----------------------
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NOTE: The following fixme is not apparently valid, and it does work.
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FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
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systems. (Ubuntu)
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- http://pastebin.no/32bo
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- Might be just a bad build, too
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- Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)
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- A similar error occurs when getTexture is called from a thread
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when the texture has not been already loaded from disk:
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http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830
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FIXME: Some network errors on Windows that cause local game to not work
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- See siggjen's emails.
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Networking:
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Networking:
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-----------
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TODO: Get rid of GotSplitPacketException
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TODO: Get rid of GotSplitPacketException
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GUI:
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GUI:
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----
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TODO: Add gui option to remove map
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TODO: Add gui option to remove map
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TODO: Startup and configuration menu
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TODO: Startup and configuration menu
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Graphics:
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Graphics:
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---------
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TODO:
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TODO: Optimize day/night mesh updating somehow
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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- create copies of all textures for all lighting values and only
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@ -142,10 +164,12 @@ TODO: Make fetching sector's blocks more efficient when rendering
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- Is this necessary at all?
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- Is this necessary at all?
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Configuration:
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Configuration:
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--------------
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TODO: Make the video backend selectable
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TODO: Make the video backend selectable
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Client:
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Client:
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-------
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TODO: Untie client network operations from framerate
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TODO: Untie client network operations from framerate
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- Needs some input queues or something
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- Needs some input queues or something
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@ -154,6 +178,7 @@ TODO: Untie client network operations from framerate
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TODO: Make morning and evening shorter
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TODO: Make morning and evening shorter
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Server:
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Server:
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-------
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TODO: When player dies, throw items on map
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TODO: When player dies, throw items on map
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@ -179,6 +204,7 @@ TODO: Save players with inventories to disk
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TODO: Make water more like in minecraft
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TODO: Make water more like in minecraft
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Objects:
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Objects:
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--------
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TODO: Better handling of objects and mobs
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TODO: Better handling of objects and mobs
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- Scripting?
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- Scripting?
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@ -207,6 +233,7 @@ Block object server side:
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objects are stepped according to it.
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objects are stepped according to it.
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Map generator:
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Map generator:
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--------------
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NOTE: There are some lighting-related todos and fixmes in
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NOTE: There are some lighting-related todos and fixmes in
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ServerMap::emergeBlock. And there always will be. 8)
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ServerMap::emergeBlock. And there always will be. 8)
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@ -225,8 +252,13 @@ FIXME: The new pre-sunlight-propagation code messes up with initial
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TODO: Remove HMParams
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TODO: Remove HMParams
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TODO: Change AttributeList to split the area into smaller sections so
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that searching won't be as heavy.
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TODO: Change AttributeList to be 2D, as it would be too slow to search
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in 3D fields anyway.
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Doing now:
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Doing now:
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======================================================================
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----------
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======================================================================
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======================================================================
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