1. 7739919 Check to make sure we're not double-loading chunks under some circumstances. by pez · 14 years ago
  2. bf7ca75 Okay, holes in the terrain should be okay now by pez · 14 years ago
  3. 5b7f093 Large map now displays like we'd want by pez · 14 years ago
  4. 3440ec0 Modified the position popup a bit so we can fit more digits by pez · 14 years ago
  5. 8f5e01e Just cleaning up some formatting that's been bothering me ever since I took this on by pez · 14 years ago
  6. 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
  7. c40a693 Updated block types for Beta 1.2 by pez · 14 years ago
  8. ec684c1 Display Ypos (height) in position window by pez · 14 years ago
  9. 6a52f38 Initial stab at getting the minimap working. Still needs work. by pez · 14 years ago
  10. a82b864 Just some cleanup by pez · 14 years ago
  11. 0b64e29 Update minimap to use the convention that north is up. by pez · 14 years ago
  12. f5960b9 Fix up the algorithm for drawing onto the minimap, was working from ground up for some reason. by pez · 14 years ago
  13. 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
  14. 91e0da4 Draw a loading bar when doing the initial loads for stuff. by pez · 14 years ago
  15. c6131d9 N key will switch between Nether and Overworld now, with an attempt to translate position. by pez · 14 years ago
  16. a1638a7 Added an "other..." option to open arbitrary dirs by pez · 14 years ago
  17. 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
  18. a44e6e4 Move world selection out to the main dialog, where it belongs. by pez · 14 years ago
  19. ab9a609 Get rid of the "Advanced" tab by pez · 14 years ago
  20. add08b3 Change default initial memory usage to 256MB by pez · 14 years ago
  21. 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
  22. a7a937d Make sure that Home/End work properly with the new chunk-loading scheme by pez · 14 years ago
  23. bc7d1be Don't barf on invalid chunks by pez · 14 years ago
  24. f9e72e6 And actually this seems to work better with a longer permissible load time by pez · 14 years ago
  25. 556bba7 Quick fix, should be looking at a different var here. by pez · 14 years ago
  26. 8579bd0 Load the initial chunks first before rendering. by pez · 14 years ago
  27. b13f384 Hm, using a LinkedList seems to actually do a really good job on this. by pez · 14 years ago
  28. 3842d33 More attempts; just floundering around a bit as I swap between machines by pez · 14 years ago
  29. ec2e714 Another change to the backend, we'll see if it works better with an array again. by pez · 14 years ago
  30. e996698 Undoing some more stuff that's not needed 'cause I'm not using Threads by pez · 14 years ago
  31. 791a1e5 Revert some chunk-loading logic back to pre-Thread status, since we're not using Threads anymore. by pez · 14 years ago
  32. 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
  33. 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
  34. 75060fd Fixed a typo by pez · 14 years ago
  35. 77efbdc Integrate JSmooth into build.xml; theoretically we build a Windows EXE now. by pez · 14 years ago
  36. 8885225 Couple of things that'd be useful by pez · 14 years ago
  37. 4ea0db6 What the heck, let's just go ahead and release MB4 by pez · 14 years ago XRAY_2_7_MB_4
  38. ece4f2d Default copy filter already automatically excludes CVS dirs. by pez · 14 years ago
  39. 65cc6b9 Decouple the build process from CVS by pez · 14 years ago
  40. b4888f0 A short list of standard resolutions will always be available in the dropdown. by pez · 14 years ago
  41. 968c880 Should start keeping track of TODO stuffs. by pez · 14 years ago
  42. 3464e3c Use the specified texture pack if we can by pez · 14 years ago
  43. 0fa6869 Improvements to grass coloring; should do so whenever needed now. by pez · 14 years ago
  44. 2105f7a small fixes to the changelog by pez · 14 years ago
  45. 734b0a6 Portal rendering now works basically like I wanted. by pez · 14 years ago
  46. 99d80d8 First shot at rendering portals more nicely by pez · 14 years ago
  47. ab982e2 Enhance signpost rendering. by pez · 14 years ago
  48. 6055420 Improve pressure plate rendering, and rename its functions/constants to boot by pez · 14 years ago
  49. 3679903 Enhance wall signs, and remove some functions we don't actually need. by pez · 14 years ago
  50. 20c39fe Increase default chunk-highlighting range by pez · 14 years ago
  51. d1d782a Stone buttons now render like we'd want by pez · 14 years ago
  52. fce980e Initial lever rendering. Technically they work, though they don't look great. by pez · 14 years ago
  53. e878cc2 Ladders were pretty easy actually. by pez · 14 years ago
  54. d92d52c Signposts are good to go for now (though they should be solid, and have the message on them) by pez · 14 years ago
  55. 88619dd Wall signs are now shown basically properly by pez · 14 years ago
  56. 1e112c3 Cleaned up stair rendering a bit by pez · 14 years ago
  57. 2e703a4 Stairs now render more-or-less correctly by pez · 14 years ago
  58. 6d3508a Rename a couple of functions and add a couple of javadocs by pez · 14 years ago
  59. 2c8b1ac Doors now render mostly-correctly, though technically I still need to fix the texture orientation. by pez · 14 years ago
  60. 43aa6c9 Make half-height blocks render a little better by pez · 14 years ago
  61. 96ba567 Doors are slightly better, though still need a lot of work by pez · 14 years ago
  62. e01ad2d Half-height floors render correctlyish. by pez · 14 years ago
  63. c1e3ed2 Lots of internal cleanup on the decoration rendering functions, and floor plates supported. by pez · 14 years ago
  64. 45c1aa7 Cleaning up the changelog a bit by pez · 14 years ago
  65. 944c9ce More rendering fixes by pez · 14 years ago
  66. 50803f1 Documenting renderSpecial a bit, and a stub function for ladders (which will currently render as reed) by pez · 14 years ago
  67. aa8fabc update by pez · 14 years ago
  68. 75b4b07 Fixed sponge rendering by pez · 14 years ago
  69. fcd54ae Reeds now render better by pez · 14 years ago
  70. 0619ff2 Re-enable left+right shift for speed control (in addition to the mouse buttons) by pez · 14 years ago
  71. 2c5807c Update to changelog by pez · 14 years ago
  72. 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
  73. 26c2b43 More fixes for rendering "decorative" blocks by pez · 14 years ago
  74. c69d2c8 Getting rid of a couple of unused constants by pez · 14 years ago
  75. 6551f69 Redstone torches render like they should, and also the beginnings of a more-sane block type render flag. by pez · 14 years ago
  76. 80712b2 Specify highlightable blocks by their block type, not the texture drawn. Also ripped out a few unused routines by pez · 14 years ago
  77. aeddaa0 Note about CVS by pez · 14 years ago
  78. 96306fa Make sure that the build.xml knows about the BUILDING file. by pez · 14 years ago
  79. eb1c22d Added a BUILDING file by pez · 14 years ago
  80. 948f5ba Automated building/packaging process. Woo. Also imported all the launchers. by pez · 14 years ago
  81. c3ee173 Camera speed controlled by mouse buttons (also adding changelog to CVS) by pez · 14 years ago
  82. 160d13b Support higher-res texture packs better by pez · 14 years ago XRAY_2_7_MB_3
  83. 808ed20 "B" key will now toggle bedrock rendering by pez · 14 years ago
  84. 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
  85. 511b7da Uncouple loading bar from our mainloop, which results in dramatically improved loading times by pez · 14 years ago
  86. d965874 Removing xray.zip, no reason for that to be in here by pez · 14 years ago
  87. e125933 Re-enable ore highlighting toggle and fullbright (though they're both bound to different keys now) by pez · 14 years ago
  88. 7c2c19b Save a version number in there, too by pez · 14 years ago XRAY_2_7_MB_1
  89. 437ae54 Auto-fix for post-Halloween terrain files which have grey grass+leaves by pez · 14 years ago
  90. 7c57c4c Exit on Ctrl-Q instead of just Q by pez · 14 years ago
  91. e0304ce Esc releases mouse instead of quitting the program by pez · 14 years ago
  92. 8b4cbed Implement highlight distance, using number keys by pez · 14 years ago
  93. b52e31e Nether worlds can be loaded now by pez · 14 years ago
  94. 3f4914d Options to highlight clay, obsidian, and pumpkins by pez · 14 years ago
  95. 1d7d593 Just a comment in the code by pez · 14 years ago
  96. e27c0f9 Add in Clay highlighting by pez · 14 years ago
  97. 2113ee4 Replace some more magic numbers with constants; not sure if these are actually used or not, though. by pez · 14 years ago
  98. 9bb01c6 Fix a lot of rendering glitches, add in Halloween block types, add some constants to start reducing reliance on magic numbers. by pez · 14 years ago
  99. 0f207f0 Default-fullscreen is annoying by pez · 14 years ago
  100. f7adb87 Initial commit, perhaps. by pez · 14 years ago XRAY_2_7