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2012-02-28Chunk now has an indicator of load failure; Chunk generator uses cChunkStaymadmaxoft@gmail.com1-0/+3
2012-02-26New cChunkStay class for temporarily keeping chunks loaded even when then have no clients. For now unused, will be used by generator and lighting in the future.madmaxoft@gmail.com1-0/+6
2012-02-23Plain pointer cChunkPtr finishing touches; removed cChunk's critical sectionsmadmaxoft@gmail.com1-14/+5
2012-02-23Made cChunkPtr a plain old pointer again, since it's safe nowmadmaxoft@gmail.com1-1/+1
2012-02-23cChunk: removed unused codemadmaxoft@gmail.com1-2/+0
2012-02-21Removed cChunkPtrs from everywhere but internal cChunkMap usage. Now we should finally be threadsafe :)madmaxoft@gmail.com1-2/+8
2012-02-21Fixed heightmap optimization from rev 302; removed a few more cChunkPtrsmadmaxoft@gmail.com1-3/+4
2012-02-20Removed some more cChunkPtr usagemadmaxoft@gmail.com1-2/+24
2012-02-18Substantial cWorld::FastSetBlock() speed up by queueing all such calls and processing them later chunk-wise (makes growing trees in the generator fast again)madmaxoft@gmail.com1-1/+16
2012-02-18Re-implemented tree-growing. May produce artefacts on old-world / new-world boundaries.madmaxoft@gmail.com1-3/+6
2012-02-18Thread-safe chunk generation, storage and generator are queried for progress while initializing servermadmaxoft@gmail.com1-1/+1
2012-02-17Chunk coords mostly "upgraded" to include the Y coord for future compatibilitymadmaxoft@gmail.com1-2/+12
2012-02-16cWorldGenerator speedup - doesn't call GetChunk() anymore, not queueing the chunk it's generating to be loaded recursively.madmaxoft@gmail.com1-4/+4
2012-02-16Chunk is now marked as dirty; saving only dirty chunks; rewritten load / save not to use cChunkPtr; set VC2008 project to level4 warnings; block entities are now loaded and saved properlymadmaxoft@gmail.com1-3/+49
2012-02-15Restored chest and furnace functionality as it was (it's basically working but joined chests show single-chest window)madmaxoft@gmail.com1-0/+2
2012-02-14Slight cleanup - removed old code, some additional comments on dangerous functionsmadmaxoft@gmail.com1-10/+9
2012-02-13Rewritten most of the code for multithreading; still not 100%, but getting there. If this commit proves to be too problematic, we can always undo it.madmaxoft@gmail.com1-36/+93
2012-02-08Removed unused codemadmaxoft@gmail.com1-3/+5
2012-02-08MTRand class is not created in each tick, therefore much improving tick-thread time (now uses ~5 % CPU instead of one full core)madmaxoft@gmail.com1-2/+12
2012-01-29Old code begone! ChunkMap cleanupmadmaxoft@gmail.com1-2/+0
2012-01-19Terrain generation is synchronous again, async generation has bugs.faketruth1-2/+2
2012-01-01Fixed the numchunks console command.faketruth1-0/+5
2011-12-31Made a couple of functions in cChunk inline, this should speed up several block operations on chunksfaketruth1-1/+14
2011-12-26 - Linux compatible fixes including updated makefilemtilden@gmail.com1-1/+1
2011-12-26Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cppfaketruth1-15/+7
2011-12-26Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speedfaketruth1-1/+6
2011-12-25Chunks are generated in a separate thread allowing players to keep on playing and chatting while chunks are generated. This means, however, that cWorld::GetChunk() does not always return a chunk and is something you need to be aware of. I am not entirely sure if all this is completely stable, but I think so :Ofaketruth1-0/+1
2011-12-22Digging leaves with shears now drops leaveslapayo94@gmail.com1-0/+2
2011-10-31Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth1-4/+7
2011-10-21Compiles for linuxfaketruth1-1/+2
2011-10-03MCServer c++ source filesfaketruth1-0/+127