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mainly work on object scripting api
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parent
eef7bc3570
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19 changed files with 962 additions and 430 deletions
27
src/main.cpp
27
src/main.cpp
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@ -199,15 +199,6 @@ FIXME: Server went into some infinite PeerNotFoundException loop
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Objects:
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--------
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TODO: Better handling of objects and mobs
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- Scripting?
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- There has to be some way to do it with less messy code
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- Make separate classes for client and server
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- Client should not discriminate between blocks, server should
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- Make other players utilize the same framework
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- This is also needed for objects that don't get sent to client
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but are used for triggers etc
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TODO: There has to be some better way to handle static objects than to
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send them all the time. This affects signs and item objects.
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SUGG: Signs could be done in the same way as torches. For this, blocks
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@ -262,6 +253,7 @@ Doing now (most important at the top):
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* not done
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=== Fixmes
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* Check the fixmes in the list above
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* Make server find the spawning place from the real map data, not from
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the heightmap
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- But the changing borders of chunk have to be avoided, because
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@ -269,13 +261,16 @@ Doing now (most important at the top):
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* Make the generator to run in background and not blocking block
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placement and transfer
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* only_from_disk might not work anymore - check and fix it.
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* Check the fixmes in the list above
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=== Making it more portable
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* Some MSVC: std::sto* are defined without a namespace and collide
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with the ones in utility.h
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=== Features
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* Map should make the appropriate MapEditEvents
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* Add a global Lua spawn handler and such
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* Get rid of MapBlockObjects
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* Other players could be sent to clients as LuaCAOs
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* Add mud underground
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* Make an "environment metafile" to store at least time of day
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* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
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@ -283,17 +278,15 @@ Doing now (most important at the top):
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* Add some kind of erosion and other stuff that now is possible
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* Make client to fetch stuff asynchronously
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- Needs method SyncProcessData
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* Fix the problem with the server constantly saving one or a few
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blocks? List the first saved block, maybe it explains.
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- It is probably caused by oscillating water
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* Water doesn't start flowing after map generation like it should
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- Are there still problems?
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* Better water generation (spread it to underwater caverns but don't
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fill dungeons that don't touch big water masses)
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* When generating a chunk and the neighboring chunk doesn't have mud
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and stuff yet and the ground is fairly flat, the mud will flow to
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the other chunk making nasty straight walls when the other chunk
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is generated. Fix it.
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* Fix the problem with the server constantly saving one or a few
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blocks? List the first saved block, maybe it explains.
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- It is probably caused by oscillating water
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* Make a small history check to transformLiquids to detect and log
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continuous oscillations, in such detail that they can be fixed.
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* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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@ -1796,7 +1789,7 @@ int main(int argc, char *argv[])
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dstream<<"Created main menu"<<std::endl;
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while(g_device->run())
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while(g_device->run() && kill == false)
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{
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// Run global IrrlichtWrapper's main thread processing stuff
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g_irrlicht->Run();
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@ -1811,7 +1804,7 @@ int main(int argc, char *argv[])
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}
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// Break out of menu-game loop to shut down cleanly
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if(g_device->run() == false)
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if(g_device->run() == false || kill == true)
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break;
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dstream<<"Dropping main menu"<<std::endl;
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