1. 08f5b6e We start out in light mode by pez · 14 years ago
  2. 883b9ec Rendering status information popup by pez · 14 years ago
  3. ccf61d6 Throttle FPS when we're offscreen or in a different virt desktop by pez · 14 years ago
  4. e0bfea4 Workbench texture has been wrong for awhile by pez · 14 years ago
  5. 5906466 Change Jukebox texture by pez · 14 years ago
  6. e5badbd My desktop seems to need to explicitly specify ARGB by pez · 14 years ago
  7. 9277ff2 Move keyboard action constants to the constants file by pez · 14 years ago
  8. db7e52b Significant speed improvements on explored-area highilghting on my laptop, though this DOES mean that our texture coordinates (when specifiying verticies, etc) isn't actually square. Hardly ideal, but there we go. Make sure to doublecheck to make sure there's no rendering problems after this. by pez · 14 years ago
  9. 40e9257 Explored areas can be highlighted with E now by pez · 14 years ago
  10. 9ab0428 Sort MP usernames properly in the preset list by pez · 14 years ago
  11. 3e58590 Clean up some of the block type constant names, given that they're exposed to userspace now by pez · 14 years ago
  12. ac59193 Any block type can now be highlighted (instead of just "solid" blocks) by pez · 14 years ago
  13. 7f228b8 User-selectable ore highlights by pez · 14 years ago
  14. 655bc39 Set light level regardless of ore highlighting by pez · 14 years ago
  15. 5a18069 Add in fire rendering as well by pez · 14 years ago
  16. cfbd440 Water should now render no matter what texture pack's been mcpatched in by pez · 14 years ago
  17. d5b6600 Implement a Y-axis camera lock with L by pez · 14 years ago
  18. f5e1775 Ability to toggle water rendering with T by pez · 14 years ago
  19. d7970ec Fold lava into our "better" type system as well by pez · 14 years ago
  20. 62dd459 Organize water into our newer types by pez · 14 years ago
  21. db77c43 Getting rid of an unneeded TODO by pez · 14 years ago
  22. 16b794f Set the singleplayer position properly when the dimension tag doesn't exist. by pez · 14 years ago
  23. d8d4753 Get rid of Antialias dropdown, and have the app remember the user's last-selected options by pez · 14 years ago
  24. 154241e First steps at having the app remember the user choices on the first dialog by pez · 14 years ago
  25. d54b9dd Re-version to MB8 for that eventual release by pez · 14 years ago
  26. 37a251f Build a tbz2 in addition to zip, and change the keymapping file comment a bit. Also we're gonna go ahead and release MB7 by pez · 14 years ago XRAY_2_7_MB_7
  27. 11666e7 Add a note about the LWJGL key reference online by pez · 14 years ago
  28. f523c90 Keybindings are now taken out of a config file, which gets automatically generated if need be. Also bumped the version strings to MB7. by pez · 14 years ago
  29. 71f19a7 Use some temp vars so we're not calling the same value in our key mapping over and over. by pez · 14 years ago
  30. ad382ce Initial support for variable keys by pez · 14 years ago
  31. 7414915 May as well report things properly by pez · 14 years ago
  32. 9c824a4 Fix a NullPointerException, handle unknown data values for DATAVAL blocks more properly, and prepare for MB6 release by pez · 14 years ago
  33. eb16faa Fences render properly now (though I need to abstract some of that into functions) by pez · 14 years ago
  34. 8610fca Working minecart track rendering by pez · 14 years ago
  35. 88d7793 Switching between camera presets now works basically how I want it to, though I'd love to figure out how to get the text to smooth properly. by pez · 14 years ago
  36. 8be1711 Improve starting camera position (mostly for loading SMP worlds, so it'll at least start at the spawnpoint) by pez · 14 years ago
  37. 057462c Paintings are now fully-implemented by pez · 14 years ago
  38. fdfd279 Whoops, fixed log and wool rendering by pez · 14 years ago
  39. b92ef81 Paintings actually work, still need frames though. by pez · 14 years ago
  40. 1799878 Initial Painting support, though it needs work. Oversize paintings aren't aligned quite right, and we need to draw the frame still, too. by pez · 14 years ago
  41. 96c402a Change fullscreen toggle key to Backspace (from F10) by pez · 14 years ago
  42. bcfaead Spawn and playerpos markers sort of work most of the time now by pez · 14 years ago
  43. 2cfe5a7 to-spawn, to-player, and nether-switch now clears out the minimap properly by pez · 14 years ago
  44. 3bbc75b Move player to spawn if position isn't known by pez · 14 years ago
  45. 0c36211 Reverting some vars and getting rid of unneeded code by pez · 14 years ago
  46. 4319a9a Removing some dead code by pez · 14 years ago
  47. 2fcc835 Removing some outdated comments by pez · 14 years ago
  48. 2fc7de2 Turns out I've got to use -65 in there by pez · 14 years ago
  49. 261c28f Good lord, the minimap stuff seems to actually finally work basically like I want it to, for reals. by pez · 14 years ago
  50. c237df8 Various TODO updates, decrease chunk cache to 64x64, and update the sizing notes by pez · 14 years ago
  51. f9d1ec4 If our position or spawn isn't found, start at y=65 instead of y=0 by pez · 14 years ago
  52. 9053a59 Minimap now clears itself out appropriately when travelling long distances by pez · 14 years ago
  53. 03f50d6 Some work. Bleh. by pez · 14 years ago
  54. 26b0276 Get rid of some minimap constants by pez · 14 years ago
  55. 7739919 Check to make sure we're not double-loading chunks under some circumstances. by pez · 14 years ago
  56. bf7ca75 Okay, holes in the terrain should be okay now by pez · 14 years ago
  57. 5b7f093 Large map now displays like we'd want by pez · 14 years ago
  58. 3440ec0 Modified the position popup a bit so we can fit more digits by pez · 14 years ago
  59. 8f5e01e Just cleaning up some formatting that's been bothering me ever since I took this on by pez · 14 years ago
  60. 4b1cb47 Reverted Mossy Cobblestone highlight back to Mob Spawner, since sometimes those can spawn in the middle of rock and wouldn't show up otherwise. Really we just need to let users pick what to highlight by pez · 14 years ago
  61. c40a693 Updated block types for Beta 1.2 by pez · 14 years ago
  62. ec684c1 Display Ypos (height) in position window by pez · 14 years ago
  63. 6a52f38 Initial stab at getting the minimap working. Still needs work. by pez · 14 years ago
  64. 0b64e29 Update minimap to use the convention that north is up. by pez · 14 years ago
  65. f5960b9 Fix up the algorithm for drawing onto the minimap, was working from ground up for some reason. by pez · 14 years ago
  66. 19cb21d Cache chunks that we've already seen, so we're not loading things in when we don't have to be. by pez · 14 years ago
  67. 91e0da4 Draw a loading bar when doing the initial loads for stuff. by pez · 14 years ago
  68. c6131d9 N key will switch between Nether and Overworld now, with an attempt to translate position. by pez · 14 years ago
  69. a1638a7 Added an "other..." option to open arbitrary dirs by pez · 14 years ago
  70. 54fa6ca Overhaul how we select worlds and simplify that code quite a bit. This'll make it quite easy to support arbitrary dirs, and also to switch back and forth between Nether/Overworld. by pez · 14 years ago
  71. a44e6e4 Move world selection out to the main dialog, where it belongs. by pez · 14 years ago
  72. ab9a609 Get rid of the "Advanced" tab by pez · 14 years ago
  73. 1b060eb Get rid of obsolete chunk bounds checking (and incidentally, it turns out there's no reason to mark adjacent chunks as Dirty, so take that out) by pez · 14 years ago
  74. a7a937d Make sure that Home/End work properly with the new chunk-loading scheme by pez · 14 years ago
  75. bc7d1be Don't barf on invalid chunks by pez · 14 years ago
  76. f9e72e6 And actually this seems to work better with a longer permissible load time by pez · 14 years ago
  77. 556bba7 Quick fix, should be looking at a different var here. by pez · 14 years ago
  78. 8579bd0 Load the initial chunks first before rendering. by pez · 14 years ago
  79. b13f384 Hm, using a LinkedList seems to actually do a really good job on this. by pez · 14 years ago
  80. 3842d33 More attempts; just floundering around a bit as I swap between machines by pez · 14 years ago
  81. ec2e714 Another change to the backend, we'll see if it works better with an array again. by pez · 14 years ago
  82. e996698 Undoing some more stuff that's not needed 'cause I'm not using Threads by pez · 14 years ago
  83. 791a1e5 Revert some chunk-loading logic back to pre-Thread status, since we're not using Threads anymore. by pez · 14 years ago
  84. 73d1274 Okay, we're not using a thread to load chunks anymore; just do 'em inline. Performance feels identical and it's far less complicated this way by pez · 14 years ago
  85. c7d59b6 Load chunks on-demand in a different thread, instead of all at the beginning. Needs a lot of work still (have to expire chunks, for instance) and I think I may want to just inline the loading rather than using a Thread, to simplify things. by pez · 14 years ago
  86. 77efbdc Integrate JSmooth into build.xml; theoretically we build a Windows EXE now. by pez · 14 years ago
  87. b4888f0 A short list of standard resolutions will always be available in the dropdown. by pez · 14 years ago
  88. 3464e3c Use the specified texture pack if we can by pez · 14 years ago
  89. 0fa6869 Improvements to grass coloring; should do so whenever needed now. by pez · 14 years ago
  90. 734b0a6 Portal rendering now works basically like I wanted. by pez · 14 years ago
  91. 99d80d8 First shot at rendering portals more nicely by pez · 14 years ago
  92. ab982e2 Enhance signpost rendering. by pez · 14 years ago
  93. 6055420 Improve pressure plate rendering, and rename its functions/constants to boot by pez · 14 years ago
  94. 3679903 Enhance wall signs, and remove some functions we don't actually need. by pez · 14 years ago
  95. 20c39fe Increase default chunk-highlighting range by pez · 14 years ago
  96. d1d782a Stone buttons now render like we'd want by pez · 14 years ago
  97. fce980e Initial lever rendering. Technically they work, though they don't look great. by pez · 14 years ago
  98. e878cc2 Ladders were pretty easy actually. by pez · 14 years ago
  99. d92d52c Signposts are good to go for now (though they should be solid, and have the message on them) by pez · 14 years ago
  100. 88619dd Wall signs are now shown basically properly by pez · 14 years ago