tuned grass growth rate
--HG-- extra : rebase_source : 8ad4d13fc7ab1088ebd18cf968d912949aab8eaestable-0.2
parent
9f7c21a0b4
commit
b3d242ae38
|
@ -744,7 +744,7 @@ void ServerEnvironment::step(float dtime)
|
|||
// Convert all mud under proper day lighting to grass
|
||||
if(n.d == CONTENT_MUD)
|
||||
{
|
||||
if(1)
|
||||
if(dtime_s > 300)
|
||||
{
|
||||
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
|
||||
if(content_features(n_top.d).air_equivalent &&
|
||||
|
@ -762,7 +762,7 @@ void ServerEnvironment::step(float dtime)
|
|||
/*
|
||||
Mess around in active blocks
|
||||
*/
|
||||
if(m_active_blocks_test_interval.step(dtime, 5.0))
|
||||
if(m_active_blocks_test_interval.step(dtime, 10.0))
|
||||
{
|
||||
for(core::map<v3s16, bool>::Iterator
|
||||
i = m_active_blocks.m_list.getIterator();
|
||||
|
@ -805,7 +805,7 @@ void ServerEnvironment::step(float dtime)
|
|||
// Convert mud under proper lighting to grass
|
||||
if(n.d == CONTENT_MUD)
|
||||
{
|
||||
if(myrand()%10 == 0)
|
||||
if(myrand()%20 == 0)
|
||||
{
|
||||
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
|
||||
if(content_features(n_top.d).air_equivalent &&
|
||||
|
|
15
src/main.cpp
15
src/main.cpp
|
@ -308,21 +308,20 @@ Making it more portable:
|
|||
Stuff to do before release:
|
||||
---------------------------
|
||||
- Make grass grow slower; utilize timestamp difference
|
||||
|
||||
Stuff to do after release:
|
||||
---------------------------
|
||||
- Make sure server handles removing grass when a block is placed (etc)
|
||||
- The client should not do it by itself
|
||||
- Block cube placement around player's head
|
||||
- Protocol version field
|
||||
- Consider getting some textures from cisoun's texture pack
|
||||
- Ask from Cisoun
|
||||
- Make sure the fence implementation and data format is good
|
||||
- Think about using same bits for material for fences and doors, for
|
||||
example
|
||||
- Make sure server handles removing grass when a block is placed (etc)
|
||||
- The client should not do it by itself
|
||||
- Add mouse inversion in config
|
||||
- Block cube placement around player's head
|
||||
- Move mineral to param2, increment map serialization version, add conversion
|
||||
|
||||
Stuff to do after release:
|
||||
---------------------------
|
||||
- Finish the ActiveBlockModifier stuff and use it for something
|
||||
- Move mineral to param2, increment map serialization version, add conversion
|
||||
|
||||
======================================================================
|
||||
|
||||
|
|
Loading…
Reference in New Issue