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Fixed objects being sometimes not able to be stored statically in a block when block has been unloaded
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5 changed files with 77 additions and 51 deletions
24
src/main.cpp
24
src/main.cpp
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@ -126,6 +126,16 @@ SUGG: Erosion simulation at map generation time
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- Simulate rock falling from cliffs when water has removed
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enough solid rock from the bottom
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SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
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stuff as simple flags/values
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- Light?
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- A building?
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And at some point make the server send this data to the client too,
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instead of referring to the noise functions
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- Ground height
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- Surface ground type
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- Trees?
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Gaming ideas:
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-------------
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@ -199,12 +209,13 @@ SUGG: Make fetching sector's blocks more efficient when rendering
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sectors that have very large amounts of blocks (on client)
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- Is this necessary at all?
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TODO: Flowing water animation
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SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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animating them is easier.
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SUGG: Option for enabling proper alpha channel for textures
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TODO: Flowing water animation
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TODO: A setting for enabling bilinear filtering for textures
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TODO: Better control of draw_control.wanted_max_blocks
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@ -321,15 +332,6 @@ TODO: Think about using same bits for material for fences and doors, for
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TODO: Move mineral to param2, increment map serialization version, add
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conversion
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TODO: Add a per-sector database to store surface stuff as simple flags/values
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- Light?
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- A building?
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And at some point make the server send this data to the client too,
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instead of referring to the noise functions
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- Ground height
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- Surface ground type
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- Trees?
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TODO: Restart irrlicht completely when coming back to main menu from game.
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- This gets rid of everything that is stored in irrlicht's caches.
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