632 Commits

Author SHA1 Message Date
Drew DeVault
a38b20b1c5 Merge pull request #187 from zevipa/master
Changed the /trash command so you can now easily clear your hotbar and/or your entire inventory.
2015-07-08 10:28:57 -06:00
Skyler Riske
394d3eca92 Added options to clear hotbar and entire inventory to the /trash command. 2015-07-07 16:52:22 -07:00
Drew DeVault
1f0c1a6481 Fix error with chunk height map updates
Ref #185
2015-07-07 14:54:08 -06:00
Drew DeVault
f7bd7a109d Optimize event scheduling when loading chunks 2015-07-07 00:49:54 -06:00
Drew DeVault
a476e04e32 Reduce time spent on chunk loading
Not sure why this is so slow. Will find out at some point.
2015-07-07 00:32:10 -06:00
Drew DeVault
d27882cdec Add grass growth 2015-07-06 21:07:40 -06:00
Drew DeVault
940b2217c1 Add mechanism for scheduling updates on chunk load 2015-07-06 20:41:25 -06:00
Drew DeVault
312c2edf3d Merge pull request #184 from Dizigma/master
Stopped players from placing blocks on their heads
2015-07-06 20:18:15 -06:00
Dizigma
6a8cd691a6 Increased range for entities to solve this, instead of checking the client bounding box 2015-07-06 19:57:08 -06:00
Drew DeVault
ec079f4dfa Fix some issues with physics simulation 2015-07-06 19:47:29 -06:00
Drew DeVault
75f8f8fc32 Make World.FindBlockPosition thread safe 2015-07-06 19:47:20 -06:00
Drew DeVault
ed7a14b871 Rewrite physics engine
This time it sucks slightly less
2015-07-06 19:30:51 -06:00
Dizigma
5c1512d527 Stopped players from placing blocks on their heads 2015-07-06 18:31:13 -06:00
Drew DeVault
6f8ef4e15a Update README.md 2015-07-05 10:25:06 -06:00
Drew DeVault
18eb5e34d5 Fix build error 2015-07-04 17:28:17 -06:00
Drew DeVault
8f2f3ff2b0 Switch travis builds to debug config 2015-07-04 16:56:24 -06:00
Drew DeVault
e127cadbd9 Do not consider signs above self as obstructions
...to chests
2015-07-04 16:37:29 -06:00
Drew DeVault
afb15bf218 Allow chest blocks to open into signs 2015-07-04 15:52:08 -06:00
Drew DeVault
87b621e166 Finish lighting optimizations (for now)
We can now consistently light a chunk with sub-10ms lighting steps.
2015-07-04 15:00:54 -06:00
Drew DeVault
d00c4ad9f5 Cache chunks during lighting operations 2015-07-04 11:30:43 -06:00
Drew DeVault
896a775330 Enable optimizations in Release mode 2015-07-04 09:13:33 -06:00
Drew DeVault
03517f97d1 Minor optimization to lighting's world interface 2015-07-04 09:11:06 -06:00
Drew DeVault
f7ffe718a7 Initial pass on lighting optimizations 2015-07-04 08:41:27 -06:00
Drew DeVault
8966367ebf Lay foundation for natural mob spawning 2015-07-03 11:26:41 -06:00
Drew DeVault
44e01d0fe7 Disable lighting by default via config.yaml 2015-07-03 10:54:55 -06:00
Drew DeVault
ff0ee58b37 Refactor A* implementation leading up to JPS 2015-07-03 10:54:55 -06:00
Drew DeVault
ebadeed59d Merge pull request #182 from Gbear605/master
Add Mac OSX Support
2015-07-03 10:54:31 -06:00
Garrison Taylor
326f8a57dc Add Mac PostBuildEvent for the MonoGame dll to Windows build.. 2015-07-03 12:46:30 -04:00
Garrison Taylor
eca8b898de Add Mac PostBuildEvent for the MonoGame dll 2015-07-03 12:42:15 -04:00
Garrison Taylor
dbded3785a Add Mac support 2015-07-03 01:53:55 -04:00
Garrison Taylor
00193f075d Add Mac support 2015-07-03 01:53:16 -04:00
Drew DeVault
7578d5980a Add mob wandering AI 2015-07-02 22:46:20 -06:00
Drew DeVault
a236da0076 Remove debug code for mobs 2015-07-02 22:12:21 -06:00
Drew DeVault
e00cc2fe60 Add initial support for mobs 2015-07-02 22:08:41 -06:00
Drew DeVault
b7ba71e095 Add more complex pathfinding unit tests 2015-07-02 18:04:15 -06:00
Drew DeVault
2edd199fca Enable diagonal paths in A* implementation
The way this works is like so, where 'o' is the voxel we're trying to
leave, '_' is a possible exit, 'x' is an obstacle, and * is the exit.

    __*
    _o_
    ___

    xx*
    _o_
    ___

    xxx
    _o*
    ___

    xx_
    _ox
    __*

Basically, if both the north and east paths are available, AND the
northeast path is available, we use the northeast path.
2015-07-02 17:52:55 -06:00
Drew DeVault
b56a53dc81 Further refinements to A* 2015-07-02 17:22:57 -06:00
Drew DeVault
f2ab1c0598 Implement A* pathfinding and relevant tests 2015-07-02 17:05:44 -06:00
Drew DeVault
fc6f88a87b Keep scheduled events sorted
This lets us break out of the update loop early when we run out of
expired events.
2015-07-02 12:17:50 -06:00
Drew DeVault
8b1930eeac Switch to DateTime.UtcNow for everything 2015-07-02 12:14:55 -06:00
Drew DeVault
bda2e11885 Prevent players from spawning underground
Fixes #76
2015-07-01 16:12:59 -06:00
Drew DeVault
bbc405f902 Prevent blocks from being placed inside entities
Fixes #78
2015-07-01 15:59:23 -06:00
Drew DeVault
59740846b7 Add bounding box for torches (null) 2015-07-01 15:53:14 -06:00
Drew DeVault
ed32e479d7 Implement remaining orientable blocks 2015-07-01 15:36:52 -06:00
Drew DeVault
fa8c4a6877 Enforce digging time and damage items when used
Closes #11

Partially addresses #12
2015-07-01 15:22:27 -06:00
Drew DeVault
a77822950b Remove subject after disposal 2015-07-01 14:18:51 -06:00
Drew DeVault
971043d34a Ditto, but with TrueCraft assets 2015-07-01 14:09:46 -06:00
Drew DeVault
286cd50c2a Update README screenshot 2015-07-01 14:08:50 -06:00
Drew DeVault
500d7f667f Initialize Subjects 2015-07-01 14:04:54 -06:00
Drew DeVault
7da2ca5a27 Track the subject of each scheduled event
This allows us to cancel events when the subject is no longer around.
For example, if a chunk is unloaded due to inactivity, the events within
it are cancelled (growth of wheat, propegation of fluids, etc). When a
client disconnects, events associated with it are cancelled.

To use this for your own scheduled events, pick a subject. If your
subject does not implement IEventSubject, implement it. Then, you can
pass the subject into ScheduleEvent and that's it. When the subject
dies, your events will die with it. So long as the subject remains
alive, your events still fire.

`null` is a valid subject for events that should happen regardless of
any subject expiring.

Closes #1
2015-07-01 14:02:41 -06:00