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* Removed a few duplicate includesmadmaxoft@gmail.com2012-02-011-2/+0
* Linux fixes, but while it compiles, when a user joins it crashes the server with "*** glibc detected *** ./MCServer: double free or corruption (out): 0x00007fb5f5158db0 ***"mtilden@gmail.com2012-01-311-0/+1
* Added a WebAdmin interface to view users their groups, and the permissions of groups.faketruth2012-01-301-1/+1
* More cFile cleanup; removed old format writing for block entitiesmadmaxoft@gmail.com2012-01-301-4/+0
* Initial cFile implementation (using stdio FILE) and test in cChunkMapmadmaxoft@gmail.com2012-01-301-84/+86
* Old code begone! ChunkMap cleanupmadmaxoft@gmail.com2012-01-291-348/+250
* VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com2012-01-291-6/+9
* ChunkGenerator: rewritten thread-locking using the new RAII CSLock classmadmaxoft@gmail.com2012-01-291-3/+4
* MSVC 2008 Express compatibility: Added the projects, modified sources to compile. Tested on MSVC 2008 Express and MSVC 2010 Expressmadmaxoft@gmail.com2012-01-271-1/+1
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-1/+1
* Fixed the numchunks console command.faketruth2012-01-011-1/+11
* Users file was pretty messed up with mixed unix and windows line endings. The ini failed to parse correctly under cygwin.faketruth2011-12-271-1/+1
* Chunks 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 :Ofaketruth2011-12-251-0/+2
* You can now run multiple worlds by defining them in settings.ini . However there's no way to change worlds on the fly yetfaketruth2011-11-011-12/+8
* Players 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.com2011-11-011-0/+1
* denotch map converter works! :Dadmin@omencraft.com2011-10-311-8/+9
* Prepared some parts of the code for multi world support, I created lots of TODO'sfaketruth2011-10-311-3/+4
* Changed cChunkMat.cpp back to normal. Made more changes to the denotch map converter. Testing cNBTData parser.admin@omencraft.com2011-10-301-5/+0
* Added 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.com2011-10-291-5/+10
* Compiles for linuxfaketruth2011-10-211-0/+3
* MCServer c++ source filesfaketruth2011-10-031-0/+714