Giuseppe Bilotta
1eb14c7743
Viscous fluids
2011-08-16 20:37:46 +02:00
Giuseppe Bilotta
5fce673a56
Use defines for liquid levels
2011-08-16 16:50:38 +02:00
Perttu Ahola
472585a7e8
tuned lava/universal damage code
2011-08-15 11:49:39 +03:00
Perttu Ahola
8f42a8be0c
lava!
2011-08-15 02:04:56 +03:00
Giuseppe Bilotta
f79069f5b3
MapNode is a struct, not a class
2011-08-05 08:45:15 +02:00
Mark Holmquist
1c59cff832
Ladders implemented!
2011-08-01 09:22:36 +02:00
Nils Dagsson Moskopp
7ece67727d
Merge remote-tracking branch 'origin/upstream'
2011-07-31 20:04:04 +02:00
Perttu Ahola
8e1eacf3a8
Fixed handling of inventory in creative mode (normal inventory is not trashed anymore), fixed mese pick speed, added some forgotten stuff
2011-07-30 23:33:57 +03:00
Nils Dagsson Moskopp
4ef9c7675a
Merge remote-tracking branch 'origin/upstream'
2011-07-30 18:55:43 +02:00
Perttu Ahola
501034a792
merged jungle and bluish shadows
2011-07-23 20:01:06 +03:00
Perttu Ahola
2587bb361c
merged the content type extension and delta
2011-07-23 19:04:37 +03:00
Perttu Ahola
90d793f8f3
extended content-type range
2011-07-23 16:55:26 +03:00
Perttu Ahola
8993d9dd83
Jungle biome/whatever thing
2011-07-23 02:04:24 +03:00
Felix Krause
f1e8ff2245
* refactored liquid transformation code (has some flaws)
...
Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits.
This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress.
2011-07-18 02:37:19 +02:00
Nils Dagsson Moskopp
3560f0de08
Merge branch 'upstream/master'
...
Conflicts:
data/oerkki1.png
src/client.cpp
2011-07-14 22:43:28 +02:00
Nils Dagsson Moskopp
5146c826be
* possibly improved water flow, by flyx86
...
- When flowing liquid starts to flow down, it stops contributing to its neighboring nodes' liquid level (possibly transforming it back to air)
- Flowing liquid turns into a source if there are at least 2 adjacent liquid source nodes
- If a new liquid flow reaches existing flowing liquid, the existing liquid is now updated properly.
2011-07-14 16:17:53 +02:00
Perttu Ahola
8f742855a1
initial steps in doing content type extension
2011-07-02 01:07:54 +03:00
Perttu Ahola
ccf5eae751
fixed bug in inventory textures caused from better handling of unknown blocks
2011-06-27 08:46:54 +03:00
Perttu Ahola
682c9d8e7d
Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h,cpp}
2011-06-17 23:20:31 +03:00
Perttu Ahola
dc5319b6c9
Moved some mapnode content stuff from mapnode.{h,cpp} and digging property stuff from material.cpp to content_mapnode.{h,cpp}
2011-06-17 22:20:15 +03:00
Perttu Ahola
12ca835e14
Merged CiaranG's fence and fixed two things
2011-05-24 20:13:21 +03:00
Ciaran Gultnieks
c5e583e059
Added fences (but still needs an icon or something to display in inventory)
2011-05-24 17:52:04 +01:00
Perttu Ahola
4a6b9a6ac1
Some work-in-progress stuff and many comment updates
2011-05-22 23:55:02 +03:00
Perttu Ahola
0af5311538
Preliminary "active block" stuff + set up test code to grow grass.
2011-05-22 17:00:09 +03:00
Ciaran Gultnieks
2e1a69c3b1
Added glass, with rendering and furnace support.
2011-05-09 19:22:07 +01:00
Perttu Ahola
821d5bb4cc
Hopefully fixed the bug of huge mineral deposits rarely in seafloor sand
2011-05-03 17:33:13 +03:00
Perttu Ahola
b36e5c0508
Removed IrrlichtWrapper
2011-04-22 09:54:05 +03:00
Perttu Ahola
89aa8b9be1
Furnace is now usable. Added more tools.
...
--HG--
rename : data/tool_stpick.png => data/tool_stonepick.png
rename : data/tool_wpick.png => data/tool_woodpick.png
2011-04-05 18:23:30 +03:00
Perttu Ahola
d1d57cf5c3
initial workings of the furnace
2011-04-05 02:56:29 +03:00
Perttu Ahola
389fe31ace
changed node metadata format to better accomodate future needs and problems
2011-04-05 00:24:47 +03:00
Perttu Ahola
9e683fff50
initial chest metadata
2011-04-04 11:18:14 +03:00
Perttu Ahola
fa08294d09
Node metadata framework
2011-04-04 03:45:08 +03:00
Perttu Ahola
01c2b003e1
commit before some more radical changes
2011-04-03 16:21:06 +03:00
Perttu Ahola
62e7912577
some tidying
2011-02-21 16:50:05 +02:00
Perttu Ahola
c57637b4c3
Temporary commit; lots of test code and stuff
2011-02-21 00:45:14 +02:00
Perttu Ahola
00810408a8
New way of determining the outcome of digging
2011-02-14 12:08:03 +02:00
Perttu Ahola
804b2647ce
new texture stuff quite working
2011-02-11 16:43:26 +02:00
Perttu Ahola
1704badc30
work-in-progress texture atlas optimization
2011-02-10 02:13:03 +02:00
Perttu Ahola
dd9e82f5bc
bug-fixin'
2011-02-08 01:12:55 +02:00
Perttu Ahola
7f2aa30bf2
added sand to map generator
2011-02-04 14:32:30 +02:00
Perttu Ahola
6bb9de3cc6
a little backwards compatibility with coal
2011-02-03 15:59:59 +02:00
Perttu Ahola
6e196c2ce4
partly working chunk-based map generator (doesn't save properly, spawn is pretty random)
2011-02-01 03:06:02 +02:00
Perttu Ahola
1c776c3df8
server builds now!
2011-01-28 02:11:44 +02:00
Perttu Ahola
64b5975732
Now texture handling is fast. Also now players are saved on disk.
2011-01-28 01:38:16 +02:00
Perttu Ahola
9f882bf74d
Reworked texture, material, mineral and whatever handling
2011-01-26 00:41:06 +02:00
Perttu Ahola
d3a6a12bae
removed alternative name "pressure" from param2
2011-01-25 09:53:21 +02:00
Perttu Ahola
4a952f22d7
small fixes here and there
2011-01-24 01:58:15 +02:00
Perttu Ahola
d44abdab17
minecraft-style water done (but no texture animation or sound)
2011-01-17 21:15:31 +02:00
Perttu Ahola
0fa0e0752a
old water removed, some fixes here and there
2011-01-17 14:57:37 +02:00
Perttu Ahola
6b6c2d37ea
Added a more flexible path system (and fixed some minor stuff)
2011-01-07 19:39:27 +02:00
Perttu Ahola
a5c62045ed
slight map generation bugs
2010-12-25 02:48:17 +02:00
Perttu Ahola
699d0e9a5e
minecraft-like crafting
2010-12-25 01:54:39 +02:00
Perttu Ahola
58ccc68c81
server starting on port 0 on invalid settings
2010-12-22 17:58:02 +02:00
Perttu Ahola
3de176cc58
crafting system!
2010-12-22 16:30:23 +02:00
Perttu Ahola
3f5bad938a
organizing stuff.
2010-12-21 18:08:24 +02:00
Perttu Ahola
240499dc2c
before daynight mesh cache
2010-12-18 17:46:00 +02:00
Perttu Ahola
15a43c5ed0
before adding day/night lighting
...
--HG--
rename : data/light.png => data/cloud.png
2010-12-18 13:10:37 +02:00
Perttu Ahola
6129e31b96
better graphics, zlib to work on vc++
2010-12-14 01:56:24 +02:00
Perttu Ahola
626ed6338a
in before messing with face drawing orientation
2010-12-14 00:21:18 +02:00
Perttu Ahola
3ac2abb0b5
commit before content-tile separation
2010-12-13 21:32:35 +02:00
Perttu Ahola
571fb14f94
working nicely
2010-12-13 03:19:12 +02:00
Perttu Ahola
47a593b519
starting to separate "material" to "content" and "tile"
2010-12-12 14:33:13 +02:00
Perttu Ahola
2a0d1a059e
commit before some radicallish changes to water behavior
2010-12-11 18:11:03 +02:00
Perttu Ahola
5e0c284f3a
some work-in-progress water stuff
2010-12-01 15:20:12 +02:00
Perttu Ahola
38353751c9
better water
2010-11-30 15:35:03 +02:00
Perttu Ahola
0604f3f2ee
license stuff (more to come)
2010-11-29 20:05:30 +02:00
Perttu Ahola
c707e00195
sitä sun tätä tekeillä, toimii kivasti
2010-11-29 10:52:07 +02:00
Perttu Ahola
4e249fb3fb
Initial files
2010-11-27 01:02:21 +02:00