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2011-12-27Users file was pretty messed up with mixed unix and windows line endings. The ini failed to parse correctly under cygwin.faketruth1-1/+1
'Fixed' a 'bug' where MCServer would seemingly endlessly calculate lighting for an entire world (and then crash), when this entire world has 'wrong' lighting. This happens when running a converted map from Vanilla. Fixed this by only allowing a maximum of 50 chunks to recalculate their lighting per tick. Fixed a small coding error in cChunkMap where it would check PakVersion twice, instead of also ChunkVersion. DeNotch converter does not need the VS2010 runtime thingies anymore git-svn-id: http://mc-server.googlecode.com/svn/trunk@138 0a769ca7-a7f5-676a-18bf-c427514a06d6
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/+2
Chunks are now generated before the player is able to see them. This is done because after a chunks is done generating, some blocks might still need to be set (parts of trees from neighboring chunk), causing more bandwidth to be used (each changed block needs to be sent to clients again) and (fps) lagging the clients when changing a lot of blocks. Calculating ahead fixes these issues. Separated the placing of foliage (trees and stuff) when generated chunks into a new function GenerateFoliage() Cleaned up the VS2010 project, now using some VS2010 specific functions like dependencies on projects (no need for setting library dependencies manually). VS2010 project now compiles way faster in Release by using multi threading. git-svn-id: http://mc-server.googlecode.com/svn/trunk@103 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-01You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth1-12/+8
Players are now stored in separate folder /players instead of in the world folder (!so move the folder!) Fixed a memory leak/error in cPickup.cpp Multiple worlds are stored in cRoot cClientHandle lists are taken out of cWorld and now stored in cServer Worlds now have names to distinguish them by Some functions in the Core plugin now distinguish between worlds git-svn-id: http://mc-server.googlecode.com/svn/trunk@40 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-11-01Players can now place blocks in creative mode. The blocks players select from the creative mode inventory are not stored in the players' inventory. (I kind of like that)admin@omencraft.com1-0/+1
git-svn-id: http://mc-server.googlecode.com/svn/trunk@37 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-31denotch map converter works! :Dadmin@omencraft.com1-8/+9
git-svn-id: http://mc-server.googlecode.com/svn/trunk@36 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-31Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth1-3/+4
git-svn-id: http://mc-server.googlecode.com/svn/trunk@29 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-30Changed cChunkMat.cpp back to normal. Made more changes to the denotch map converter. Testing cNBTData parser.admin@omencraft.com1-5/+0
git-svn-id: http://mc-server.googlecode.com/svn/trunk@21 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-29Added denotch map converter. Program currently reads the only mcr file in the region dir and writes the uncompressed chunk data in world/X0-Z0.pak. I compile in linux with "g++ cConvert.cpp -lz -o denotch"admin@omencraft.com1-5/+10
git-svn-id: http://mc-server.googlecode.com/svn/trunk@20 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-21Compiles for linuxfaketruth1-0/+3
git-svn-id: http://mc-server.googlecode.com/svn/trunk@6 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-03MCServer c++ source filesfaketruth1-0/+714
git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6