1. 3bbc75b Move player to spawn if position isn't known by pez · 14 years ago
  2. 0c36211 Reverting some vars and getting rid of unneeded code by pez · 14 years ago
  3. 4319a9a Removing some dead code by pez · 14 years ago
  4. 2fcc835 Removing some outdated comments by pez · 14 years ago
  5. 2fc7de2 Turns out I've got to use -65 in there by pez · 14 years ago
  6. 261c28f Good lord, the minimap stuff seems to actually finally work basically like I want it to, for reals. by pez · 14 years ago
  7. c237df8 Various TODO updates, decrease chunk cache to 64x64, and update the sizing notes by pez · 14 years ago
  8. f9d1ec4 If our position or spawn isn't found, start at y=65 instead of y=0 by pez · 14 years ago
  9. 9053a59 Minimap now clears itself out appropriately when travelling long distances by pez · 14 years ago
  10. 03f50d6 Some work. Bleh. by pez · 14 years ago
  11. 26b0276 Get rid of some minimap constants by pez · 14 years ago
  12. 7739919 Check to make sure we're not double-loading chunks under some circumstances. by pez · 14 years ago
  13. bf7ca75 Okay, holes in the terrain should be okay now by pez · 14 years ago
  14. 5b7f093 Large map now displays like we'd want by pez · 14 years ago
  15. 3440ec0 Modified the position popup a bit so we can fit more digits by pez · 14 years ago
  16. 8f5e01e Just cleaning up some formatting that's been bothering me ever since I took this on by pez · 14 years ago
  17. 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
  18. c40a693 Updated block types for Beta 1.2 by pez · 14 years ago
  19. ec684c1 Display Ypos (height) in position window by pez · 14 years ago
  20. 6a52f38 Initial stab at getting the minimap working. Still needs work. by pez · 14 years ago
  21. a82b864 Just some cleanup by pez · 14 years ago
  22. 0b64e29 Update minimap to use the convention that north is up. by pez · 14 years ago
  23. f5960b9 Fix up the algorithm for drawing onto the minimap, was working from ground up for some reason. by pez · 14 years ago
  24. 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
  25. 91e0da4 Draw a loading bar when doing the initial loads for stuff. by pez · 14 years ago
  26. c6131d9 N key will switch between Nether and Overworld now, with an attempt to translate position. by pez · 14 years ago
  27. a1638a7 Added an "other..." option to open arbitrary dirs by pez · 14 years ago
  28. 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
  29. a44e6e4 Move world selection out to the main dialog, where it belongs. by pez · 14 years ago
  30. ab9a609 Get rid of the "Advanced" tab by pez · 14 years ago
  31. add08b3 Change default initial memory usage to 256MB by pez · 14 years ago
  32. 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
  33. a7a937d Make sure that Home/End work properly with the new chunk-loading scheme by pez · 14 years ago
  34. bc7d1be Don't barf on invalid chunks by pez · 14 years ago
  35. f9e72e6 And actually this seems to work better with a longer permissible load time by pez · 14 years ago
  36. 556bba7 Quick fix, should be looking at a different var here. by pez · 14 years ago
  37. 8579bd0 Load the initial chunks first before rendering. by pez · 14 years ago
  38. b13f384 Hm, using a LinkedList seems to actually do a really good job on this. by pez · 14 years ago
  39. 3842d33 More attempts; just floundering around a bit as I swap between machines by pez · 14 years ago
  40. ec2e714 Another change to the backend, we'll see if it works better with an array again. by pez · 14 years ago
  41. e996698 Undoing some more stuff that's not needed 'cause I'm not using Threads by pez · 14 years ago
  42. 791a1e5 Revert some chunk-loading logic back to pre-Thread status, since we're not using Threads anymore. by pez · 14 years ago
  43. 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
  44. 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
  45. 75060fd Fixed a typo by pez · 14 years ago
  46. 77efbdc Integrate JSmooth into build.xml; theoretically we build a Windows EXE now. by pez · 14 years ago
  47. 8885225 Couple of things that'd be useful by pez · 14 years ago
  48. 4ea0db6 What the heck, let's just go ahead and release MB4 by pez · 14 years ago XRAY_2_7_MB_4
  49. ece4f2d Default copy filter already automatically excludes CVS dirs. by pez · 14 years ago
  50. 65cc6b9 Decouple the build process from CVS by pez · 14 years ago
  51. b4888f0 A short list of standard resolutions will always be available in the dropdown. by pez · 14 years ago
  52. 968c880 Should start keeping track of TODO stuffs. by pez · 14 years ago
  53. 3464e3c Use the specified texture pack if we can by pez · 14 years ago
  54. 0fa6869 Improvements to grass coloring; should do so whenever needed now. by pez · 14 years ago
  55. 2105f7a small fixes to the changelog by pez · 14 years ago
  56. 734b0a6 Portal rendering now works basically like I wanted. by pez · 14 years ago
  57. 99d80d8 First shot at rendering portals more nicely by pez · 14 years ago
  58. ab982e2 Enhance signpost rendering. by pez · 14 years ago
  59. 6055420 Improve pressure plate rendering, and rename its functions/constants to boot by pez · 14 years ago
  60. 3679903 Enhance wall signs, and remove some functions we don't actually need. by pez · 14 years ago
  61. 20c39fe Increase default chunk-highlighting range by pez · 14 years ago
  62. d1d782a Stone buttons now render like we'd want by pez · 14 years ago
  63. fce980e Initial lever rendering. Technically they work, though they don't look great. by pez · 14 years ago
  64. e878cc2 Ladders were pretty easy actually. by pez · 14 years ago
  65. d92d52c Signposts are good to go for now (though they should be solid, and have the message on them) by pez · 14 years ago
  66. 88619dd Wall signs are now shown basically properly by pez · 14 years ago
  67. 1e112c3 Cleaned up stair rendering a bit by pez · 14 years ago
  68. 2e703a4 Stairs now render more-or-less correctly by pez · 14 years ago
  69. 6d3508a Rename a couple of functions and add a couple of javadocs by pez · 14 years ago
  70. 2c8b1ac Doors now render mostly-correctly, though technically I still need to fix the texture orientation. by pez · 14 years ago
  71. 43aa6c9 Make half-height blocks render a little better by pez · 14 years ago
  72. 96ba567 Doors are slightly better, though still need a lot of work by pez · 14 years ago
  73. e01ad2d Half-height floors render correctlyish. by pez · 14 years ago
  74. c1e3ed2 Lots of internal cleanup on the decoration rendering functions, and floor plates supported. by pez · 14 years ago
  75. 45c1aa7 Cleaning up the changelog a bit by pez · 14 years ago
  76. 944c9ce More rendering fixes by pez · 14 years ago
  77. 50803f1 Documenting renderSpecial a bit, and a stub function for ladders (which will currently render as reed) by pez · 14 years ago
  78. aa8fabc update by pez · 14 years ago
  79. 75b4b07 Fixed sponge rendering by pez · 14 years ago
  80. fcd54ae Reeds now render better by pez · 14 years ago
  81. 0619ff2 Re-enable left+right shift for speed control (in addition to the mouse buttons) by pez · 14 years ago
  82. 2c5807c Update to changelog by pez · 14 years ago
  83. 0a4a724 Check for a null Dimension field; useful for map generators which don't include the tag (though playing the world once in SSP would also fix it). by pez · 14 years ago
  84. 26c2b43 More fixes for rendering "decorative" blocks by pez · 14 years ago
  85. c69d2c8 Getting rid of a couple of unused constants by pez · 14 years ago
  86. 6551f69 Redstone torches render like they should, and also the beginnings of a more-sane block type render flag. by pez · 14 years ago
  87. 80712b2 Specify highlightable blocks by their block type, not the texture drawn. Also ripped out a few unused routines by pez · 14 years ago
  88. aeddaa0 Note about CVS by pez · 14 years ago
  89. 96306fa Make sure that the build.xml knows about the BUILDING file. by pez · 14 years ago
  90. eb1c22d Added a BUILDING file by pez · 14 years ago
  91. 948f5ba Automated building/packaging process. Woo. Also imported all the launchers. by pez · 14 years ago
  92. c3ee173 Camera speed controlled by mouse buttons (also adding changelog to CVS) by pez · 14 years ago
  93. 160d13b Support higher-res texture packs better by pez · 14 years ago XRAY_2_7_MB_3
  94. 808ed20 "B" key will now toggle bedrock rendering by pez · 14 years ago
  95. 345b54d Right shift will now slow movement to a crawl. Not very convenient but not sure how else to do it. by pez · 14 years ago
  96. 511b7da Uncouple loading bar from our mainloop, which results in dramatically improved loading times by pez · 14 years ago
  97. d965874 Removing xray.zip, no reason for that to be in here by pez · 14 years ago
  98. e125933 Re-enable ore highlighting toggle and fullbright (though they're both bound to different keys now) by pez · 14 years ago
  99. 7c2c19b Save a version number in there, too by pez · 14 years ago XRAY_2_7_MB_1
  100. 437ae54 Auto-fix for post-Halloween terrain files which have grey grass+leaves by pez · 14 years ago