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* cSocketThreads initial commit. Not yet tested and not yet integratedmadmaxoft@gmail.com2012-02-071-0/+2
* new cIsThread object for thread encapsulationmadmaxoft@gmail.com2012-02-011-0/+2
* Introducing StringUtils - the place to be if you are a generic string routine :) No more sprintf()!madmaxoft@gmail.com2012-02-011-0/+2
* Initial cFile implementation (using stdio FILE) and test in cChunkMapmadmaxoft@gmail.com2012-01-301-0/+2
* VC2008 / VC2010: Enabled precompiled header through Globals.h; the header included in every module in the project. Compilation optimization.madmaxoft@gmail.com2012-01-291-0/+2
* Converted entire Core plugin including WebAdmin interface to new plugin method/system/thingy and sexyfied it.faketruth2012-01-281-0/+9
* Working on a new plugin design with Lua. While retaining backwards compatibility of course...faketruth2012-01-261-0/+9
* Terrain generation is synchronous again, async generation has bugs.faketruth2012-01-191-0/+6
* - implemented separated inventory for creative mode (cSurvivalInventory and cCreativeInventory)lapayo94@gmail.com2012-01-011-9/+27
* Made a couple of functions in cChunk inline, this should speed up several block operations on chunksfaketruth2011-12-311-0/+3
* - implemented the fire simulation in native c++ (cFireSimulator)lapayo94@gmail.com2011-12-281-3/+12
* - Implemented Drops from Burning animalslapayo94@gmail.com2011-12-281-21/+42
* Some kind of 'template' world generator that right now just generates an all dirt world. You can use this to test new algorithmsfaketruth2011-12-271-12/+15
* Players can switch worlds on the fly with the command /gotoworld [worldName]. This uses the function cPlayer::MoveToWorld()faketruth2011-12-261-38/+29
* - improved Simulator system lapayo94@gmail.com2011-12-261-15/+39
* Moved the actual world generation from cChunk.cpp to a more isolated file cWorldGenerator.cppfaketruth2011-12-261-0/+9
* Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speedfaketruth2011-12-261-0/+3
* - Make Color was using 2 extra characters which took 2 characters off the 16 max (including color codes) for scoreboard displaymtilden@gmail.com2011-12-261-0/+9
* - Fixed Bug #99 -> Mobs no longer bother you in creative modelapayo94@gmail.com2011-12-251-0/+30
* Refactored both simulators (water and lava) to make them more flexible and easier to modifylapayo94@gmail.com2011-12-251-10/+19
* 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/+9
* - Crafting fixed in 1.0.0lapayo94@gmail.com2011-12-211-0/+9
* Broke something in the filters file, fixed nowfaketruth2011-11-081-1/+0
* It's a Squirrel!!faketruth2011-11-081-0/+10
* Added three new packets and cleaned up cPacket_Thunderbolt.cpp... cPacket_BlockAction, cPacket_Explosion, and cPacket_SoundEffect.admin@omencraft.com2011-11-071-0/+27
* Patch with diff file created by Sebi (implemented some stuff like lava physics, drops are deleted when in lava, water is now slower, lava gives actual damage etc.). Pistons now work mostly as they should. They do not yet show the motion animation and do not emit sound. They do extend, push, and retract as they should though. Right now the only way to activate a piston is to light redstone wire adjacent to it with a redstone torch.admin@omencraft.com2011-11-061-0/+9
* Added cPiston.h and cPiston.cpp to VC2010 files.admin@omencraft.com2011-11-051-0/+9
* Added cRedstone to project filefaketruth2011-11-041-1/+10
* Added New/Invaid State and Thunderbolt packets. For testing purposes it now rains whenever a player opens a workbench and stops when they pen a chest. The rain start/stop in only sent to the sole clientopening the items.admin@omencraft.com2011-11-021-1/+19
* Player data is saved and loaded as human readable JSON now.faketruth2011-10-311-1/+13
* Added CreateInventoryAction packet for creative mode. Used cPacketEntityEquipment as template. Forced server into Creative Mode. Can't break blocks yet. Player can stil be damaged in creative mode and dying takes you back to survival mode.admin@omencraft.com2011-10-261-1/+10
* Updated VS2010 project filesfaketruth2011-10-261-6/+132
* Visual Studio 2010 solution and project filesfaketruth2011-10-031-0/+1015