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  1. Feb 19, 2016
    • paramat's avatar
      Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 · 997be666
      paramat authored
      'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
      when a player is near the world edge using a large view range
      This previously caused world to disappear
      Create new function getBlocksInViewRange() called from
      updateDrawList() and renderMap()
      Correct code style throughout updateDrawList() and renderMap()
      997be666
  2. Feb 11, 2016
  3. Feb 09, 2016
    • Kahrl's avatar
      Remove ClientMap::m_camera_mutex · 180893e7
      Kahrl authored
      All places that lock this mutex are only called by the main thread:
      ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
      180893e7
  4. Aug 24, 2015
    • ShadowNinja's avatar
      Clean up threading · e4bff8be
      ShadowNinja authored
        * Rename everything.
          * Strip J prefix.
          * Change UpperCamelCase functions to lowerCamelCase.
        * Remove global (!) semaphore count mutex on OSX.
        * Remove semaphore count getter (unused, unsafe, depended on internal
          API functions on Windows, and used a hack on OSX).
        * Add `Atomic<type>`.
        * Make `Thread` handle thread names.
        * Add support for C++11 multi-threading.
        * Combine pthread and win32 sources.
        * Remove `ThreadStarted` (unused, unneeded).
        * Move some includes from the headers to the sources.
        * Move all of `Event` into its header (allows inlining with no new includes).
        * Make `Event` use `Semaphore` (except on Windows).
        * Move some porting functions into `Thread`.
        * Integrate logging with `Thread`.
        * Add threading test.
      e4bff8be
  5. Dec 06, 2014
  6. May 18, 2014
  7. Mar 04, 2014
  8. Aug 03, 2013
  9. Mar 12, 2013
  10. Feb 24, 2013
  11. Sep 04, 2012
  12. Jun 17, 2012
  13. Jun 05, 2012
  14. Mar 18, 2012
  15. Mar 15, 2012
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