| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
src/ChunkMap.cpp
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Conflicts:
src/Items/ItemLighter.h
src/Simulator/IncrementalRedstoneSimulator.cpp
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Add Trapdoor Functions to cWorld and fix Trapdoor Redstone Bugs
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+ TNT now has a chance of flinging FallingBlock entities around
* Improved TNT damage
* Improved TNT spawning visuals
* Possible fix for 'SetSwimState failure' messages in debug
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* A chunk's redstone blocks list is no longer touched if AddBlock was
being called with another chunk's coordinates
* Fixed chunk boundary checks
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* Fixed a special case with the wrong ChunkX/Z values being used to
calculate a relative position
* Simplified data structure adding and removing operations (no more
pointers!)
- Removed one character of whitespace :D
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+ Moved all simulator data into individual chunks
* Cleaned up parameters for functions and some code
* Fixed repeaters powering off faster than they power on
The main issue before was that, although the redstone simulator stored
blocks to be simulated in individual cChunks, other data, such as
powered lists, and etcetera, were global regardless of which chunk was
being simulated. Therefore, with worlds with lots of redstone, each tick
saw the ticking of chunks, which themselves iterated through the entire
dataset needlessly, creating LOTS of lag. Should be better now :)
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+ Two (or more) pressure plates can be triggered at the same time
* Fixed issues caused by pressure plates not being in the sources list
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