Commit Graph

128 Commits

Author SHA1 Message Date
Perttu Ahola
64996422c0 Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuff 2011-11-29 19:13:40 +02:00
Perttu Ahola
045e32b6ec Fix water-glass and water-lava surfaces 2011-11-08 16:17:38 +02:00
Perttu Ahola
c1d92d72e1 Make water invisible next to underwater glass 2011-11-05 23:30:27 +02:00
Perttu Ahola
fe98fe342a ...Make the the server buildable again after the last commit 2011-10-18 17:20:54 +03:00
Perttu Ahola
05ab58cd14 Automate texture listing for texture atlas making 2011-10-18 11:31:23 +03:00
Perttu Ahola
9e46cbf7ea Header file tweaking; mainly for speed 2011-10-12 13:53:38 +03:00
Perttu Ahola
a7833cca22 Merge remote-tracking branch 'marktraceur/master' 2011-09-26 22:41:06 +03:00
Mark Holmquist
85f119e1e6 Adding (most) of the sapling functionality. It has yet to work, since MEET_OTHER was not implemented at the time of this commit. Hopefully it will work when merged with celeron's latest. 2011-09-23 18:13:53 -07:00
Kahrl
c0b35fa429 Removed unused camera_position and camera_direction fields from Client. 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. 2011-09-07 19:21:28 +02:00
Perttu Ahola
efd8dabd91 Lava is now better visible inside water. (a crappy hack) 2011-08-23 03:01:01 +03:00
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