1. 686477b Don't forget the README in build.xml by pez · 14 years ago
  2. 7f657a0 Clean up a few more warnings. We are now warning-free! by pez · 14 years ago
  3. ca88c1b Couple more additions here by pez · 14 years ago
  4. 2e35866 We're long overdue for a README. by pez · 14 years ago
  5. b93aa8f Improve text quality on loading text by pez · 14 years ago
  6. 69ab6e0 Some sort of change (honestly don't remember) - Mostly reverting an accidental auto-format which screwed up the way I like to have the code. by pez · 14 years ago
  7. 2e75835 Have our render detail box report on camera lock by pez · 14 years ago
  8. ef3fd51 Officially license under Modified BSD. Woo! by pez · 14 years ago
  9. f8b0618 Just some updates in the comments by pez · 14 years ago
  10. f00e4c4 Improvements to our rendering-details infobox by pez · 14 years ago
  11. 08f5b6e We start out in light mode by pez · 14 years ago
  12. 883b9ec Rendering status information popup by pez · 14 years ago
  13. ccf61d6 Throttle FPS when we're offscreen or in a different virt desktop by pez · 14 years ago
  14. e0bfea4 Workbench texture has been wrong for awhile by pez · 14 years ago
  15. 5906466 Change Jukebox texture by pez · 14 years ago
  16. e5badbd My desktop seems to need to explicitly specify ARGB by pez · 14 years ago
  17. 9277ff2 Move keyboard action constants to the constants file by pez · 14 years ago
  18. 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
  19. 40e9257 Explored areas can be highlighted with E now by pez · 14 years ago
  20. 9ab0428 Sort MP usernames properly in the preset list by pez · 14 years ago
  21. e822770 Just some notes so I don't lose track by pez · 14 years ago
  22. 3e58590 Clean up some of the block type constant names, given that they're exposed to userspace now by pez · 14 years ago
  23. ac59193 Any block type can now be highlighted (instead of just "solid" blocks) by pez · 14 years ago
  24. 7f228b8 User-selectable ore highlights by pez · 14 years ago
  25. 655bc39 Set light level regardless of ore highlighting by pez · 14 years ago
  26. 5a18069 Add in fire rendering as well by pez · 14 years ago
  27. cfbd440 Water should now render no matter what texture pack's been mcpatched in by pez · 14 years ago
  28. d5b6600 Implement a Y-axis camera lock with L by pez · 14 years ago
  29. f5e1775 Ability to toggle water rendering with T by pez · 14 years ago
  30. d7970ec Fold lava into our "better" type system as well by pez · 14 years ago
  31. 62dd459 Organize water into our newer types by pez · 14 years ago
  32. db77c43 Getting rid of an unneeded TODO by pez · 14 years ago
  33. 16b794f Set the singleplayer position properly when the dimension tag doesn't exist. by pez · 14 years ago
  34. d8d4753 Get rid of Antialias dropdown, and have the app remember the user's last-selected options by pez · 14 years ago
  35. 154241e First steps at having the app remember the user choices on the first dialog by pez · 14 years ago
  36. d54b9dd Re-version to MB8 for that eventual release by pez · 14 years ago
  37. 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
  38. 11666e7 Add a note about the LWJGL key reference online by pez · 14 years ago
  39. 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
  40. 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
  41. ad382ce Initial support for variable keys by pez · 14 years ago
  42. dd4357b Add in JSmoothGen information to the building file by pez · 14 years ago XRAY_2_7_MB_6
  43. 7414915 May as well report things properly by pez · 14 years ago
  44. 9c824a4 Fix a NullPointerException, handle unknown data values for DATAVAL blocks more properly, and prepare for MB6 release by pez · 14 years ago
  45. eb16faa Fences render properly now (though I need to abstract some of that into functions) by pez · 14 years ago
  46. 8610fca Working minecart track rendering by pez · 14 years ago
  47. 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
  48. 8be1711 Improve starting camera position (mostly for loading SMP worlds, so it'll at least start at the spawnpoint) by pez · 14 years ago
  49. 057462c Paintings are now fully-implemented by pez · 14 years ago
  50. fdfd279 Whoops, fixed log and wool rendering by pez · 14 years ago
  51. b92ef81 Paintings actually work, still need frames though. by pez · 14 years ago
  52. 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
  53. cc51ef9 Whoops, need to exclude build-lib on the source distro by pez · 14 years ago
  54. 33ed15f Preparing for MB5 release by pez · 14 years ago XRAY_2_7_MB_5
  55. 96c402a Change fullscreen toggle key to Backspace (from F10) by pez · 14 years ago
  56. bcfaead Spawn and playerpos markers sort of work most of the time now by pez · 14 years ago
  57. 9ed4f49 Just some TODO updates by pez · 14 years ago
  58. 2cfe5a7 to-spawn, to-player, and nether-switch now clears out the minimap properly by pez · 14 years ago
  59. 3bbc75b Move player to spawn if position isn't known by pez · 14 years ago
  60. 0c36211 Reverting some vars and getting rid of unneeded code by pez · 14 years ago
  61. 4319a9a Removing some dead code by pez · 14 years ago
  62. 2fcc835 Removing some outdated comments by pez · 14 years ago
  63. 2fc7de2 Turns out I've got to use -65 in there by pez · 14 years ago
  64. 261c28f Good lord, the minimap stuff seems to actually finally work basically like I want it to, for reals. by pez · 14 years ago
  65. c237df8 Various TODO updates, decrease chunk cache to 64x64, and update the sizing notes by pez · 14 years ago
  66. f9d1ec4 If our position or spawn isn't found, start at y=65 instead of y=0 by pez · 14 years ago
  67. 9053a59 Minimap now clears itself out appropriately when travelling long distances by pez · 14 years ago
  68. 03f50d6 Some work. Bleh. by pez · 14 years ago
  69. 26b0276 Get rid of some minimap constants by pez · 14 years ago
  70. 7739919 Check to make sure we're not double-loading chunks under some circumstances. by pez · 14 years ago
  71. bf7ca75 Okay, holes in the terrain should be okay now by pez · 14 years ago
  72. 5b7f093 Large map now displays like we'd want by pez · 14 years ago
  73. 3440ec0 Modified the position popup a bit so we can fit more digits by pez · 14 years ago
  74. 8f5e01e Just cleaning up some formatting that's been bothering me ever since I took this on by pez · 14 years ago
  75. 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
  76. c40a693 Updated block types for Beta 1.2 by pez · 14 years ago
  77. ec684c1 Display Ypos (height) in position window by pez · 14 years ago
  78. 6a52f38 Initial stab at getting the minimap working. Still needs work. by pez · 14 years ago
  79. a82b864 Just some cleanup by pez · 14 years ago
  80. 0b64e29 Update minimap to use the convention that north is up. by pez · 14 years ago
  81. f5960b9 Fix up the algorithm for drawing onto the minimap, was working from ground up for some reason. by pez · 14 years ago
  82. 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
  83. 91e0da4 Draw a loading bar when doing the initial loads for stuff. by pez · 14 years ago
  84. c6131d9 N key will switch between Nether and Overworld now, with an attempt to translate position. by pez · 14 years ago
  85. a1638a7 Added an "other..." option to open arbitrary dirs by pez · 14 years ago
  86. 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
  87. a44e6e4 Move world selection out to the main dialog, where it belongs. by pez · 14 years ago
  88. ab9a609 Get rid of the "Advanced" tab by pez · 14 years ago
  89. add08b3 Change default initial memory usage to 256MB by pez · 14 years ago
  90. 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
  91. a7a937d Make sure that Home/End work properly with the new chunk-loading scheme by pez · 14 years ago
  92. bc7d1be Don't barf on invalid chunks by pez · 14 years ago
  93. f9e72e6 And actually this seems to work better with a longer permissible load time by pez · 14 years ago
  94. 556bba7 Quick fix, should be looking at a different var here. by pez · 14 years ago
  95. 8579bd0 Load the initial chunks first before rendering. by pez · 14 years ago
  96. b13f384 Hm, using a LinkedList seems to actually do a really good job on this. by pez · 14 years ago
  97. 3842d33 More attempts; just floundering around a bit as I swap between machines by pez · 14 years ago
  98. ec2e714 Another change to the backend, we'll see if it works better with an array again. by pez · 14 years ago
  99. e996698 Undoing some more stuff that's not needed 'cause I'm not using Threads by pez · 14 years ago
  100. 791a1e5 Revert some chunk-loading logic back to pre-Thread status, since we're not using Threads anymore. by pez · 14 years ago