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Mainly some texture tweaking

This commit is contained in:
Perttu Ahola 2011-01-24 13:32:11 +02:00
parent 4a952f22d7
commit 24e41ab4c8
16 changed files with 135 additions and 26 deletions

View file

@ -76,9 +76,6 @@ SUGG: Split MapBlockObject serialization to to-client and to-disk
- This will allow saving ages of rats on disk but not sending
them to clients
SUGG: Implement lighting using VoxelManipulator
- Would it be significantly faster?
SUGG: MovingObject::move and Player::move are basically the same.
combine them.
@ -168,6 +165,8 @@ TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
- Is this necessary at all?
TODO: Flowing water animation
Configuration:
--------------
@ -231,8 +230,8 @@ Block object server side:
- TODO: For incoming blocks, time difference is calculated and
objects are stepped according to it.
Map generator:
--------------
Map:
----
NOTE: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock. And there always will be. 8)
@ -245,6 +244,8 @@ TODO: Map generator version 2
- Cliffs, arcs
- There could be a certain height (to which mountains only reach)
where some minerals are found
- Create a system that allows a huge amount of different "map
generator modules/filters"
TODO: Change AttributeList to split the area into smaller sections so
that searching won't be as heavy.
@ -256,6 +257,10 @@ FIXME: The new pre-sunlight-propagation code messes up with initial
TODO: Remove HMParams
TODO: Flowing water to actually contain flow direction information
TODO: Faster lighting using VoxelManipulator
Doing now:
----------
@ -1532,8 +1537,7 @@ int main(int argc, char *argv[])
*/
init_content_inventory_texture_paths();
init_tile_texture_paths();
tile_materials_preload(g_irrlicht);
init_tile_textures();
/*
GUI stuff