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Created with Raphaël 2.2.029Nov1398765432130Oct21201918171615141227Sep26242322212019181615121187642131Aug3025242322161514131211811218532131Jul30292524232423222120Player movement speed and node access distance checkingIf available, use local textures instead of those sent by serverFix TNT scriptMake lighting update occur immediately after ClientActiveObject addition to make objects show up much more responsivelyReshape LuaEntityCAO implementation a bit and make TNT to blinkOptimize active block modifier stuff (was left horribly unoptimized after making content ids dynamic)Re-implement give_initial_stuffException handling in Lua setting getLua setting getterremove get_nodedefon_newplayer and on_respawnplayer callbacksliquid_type -> liquidtypeMake node definitions available to LuaRemove give_initial_stuffAdd node definitions in Lua and do not use content_mapnode_init anymore (except in test.cpp)Modify CONTENT_AIR and CONTENT_IGNORE handling in nodedef.cppFix random node definition stuffAdd builtin.luabuiltin.luaAdd object reference to Lua on_place/dig/punchnode parametersFix "warning: comparison between signed and unsigned integer expressions"Some node definitions in LuaDuplicate last tile image automatically to all for lua node definitionsMake map generator more responsivePrint out number of blocks in memory at unloadDon't allow placing CONTENT_IGNORE with Map::setNode() because it is never useful and is only caused by bugs.Improve debug stack printing interfaceMake liquid_alternative_* to be stringsMode node definition loading from Lua (still not finished), fix metadata creation from nameStore metadata as metadata name in node definitionSet block modified flag when node metadata inventory is modifiedAdd names to NodeMetadataAdd Lua node definition stuff (not complete)Add texture modifier [brighten and modify [toalpha to modify existing texture, not read a new baseRandom Lua tweaks/fixesMake object hit delay smaller for fun; actually it should be roughly zero and hit damage should be calculated from the amount of time since last punch, limited to a maximum valueRelatively snappy object-ground collision detectionWhen digging a node, don't switch to punching an object without raising buttonDefault to saving stuff more often to minimize lag caused by a single saveDon't print 'Blocks modified by: ' in Map::timerUpdate if no blocks were written
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