- 91e0da4 Draw a loading bar when doing the initial loads for stuff. by pez · 14 years ago
- c6131d9 N key will switch between Nether and Overworld now, with an attempt to translate position. by pez · 14 years ago
- a1638a7 Added an "other..." option to open arbitrary dirs by pez · 14 years ago
- 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
- a44e6e4 Move world selection out to the main dialog, where it belongs. by pez · 14 years ago
- ab9a609 Get rid of the "Advanced" tab by pez · 14 years ago
- add08b3 Change default initial memory usage to 256MB by pez · 14 years ago
- 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
- a7a937d Make sure that Home/End work properly with the new chunk-loading scheme by pez · 14 years ago
- bc7d1be Don't barf on invalid chunks by pez · 14 years ago
- f9e72e6 And actually this seems to work better with a longer permissible load time by pez · 14 years ago
- 556bba7 Quick fix, should be looking at a different var here. by pez · 14 years ago
- 8579bd0 Load the initial chunks first before rendering. by pez · 14 years ago
- b13f384 Hm, using a LinkedList seems to actually do a really good job on this. by pez · 14 years ago
- 3842d33 More attempts; just floundering around a bit as I swap between machines by pez · 14 years ago
- ec2e714 Another change to the backend, we'll see if it works better with an array again. by pez · 14 years ago
- e996698 Undoing some more stuff that's not needed 'cause I'm not using Threads by pez · 14 years ago
- 791a1e5 Revert some chunk-loading logic back to pre-Thread status, since we're not using Threads anymore. by pez · 14 years ago
- 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
- 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
- 75060fd Fixed a typo by pez · 14 years ago
- 77efbdc Integrate JSmooth into build.xml; theoretically we build a Windows EXE now. by pez · 14 years ago
- 8885225 Couple of things that'd be useful by pez · 14 years ago
- 4ea0db6 What the heck, let's just go ahead and release MB4 by pez · 14 years ago XRAY_2_7_MB_4
- ece4f2d Default copy filter already automatically excludes CVS dirs. by pez · 14 years ago
- 65cc6b9 Decouple the build process from CVS by pez · 14 years ago
- b4888f0 A short list of standard resolutions will always be available in the dropdown. by pez · 14 years ago
- 968c880 Should start keeping track of TODO stuffs. by pez · 14 years ago
- 3464e3c Use the specified texture pack if we can by pez · 14 years ago
- 0fa6869 Improvements to grass coloring; should do so whenever needed now. by pez · 14 years ago
- 2105f7a small fixes to the changelog by pez · 14 years ago
- 734b0a6 Portal rendering now works basically like I wanted. by pez · 14 years ago
- 99d80d8 First shot at rendering portals more nicely by pez · 14 years ago
- ab982e2 Enhance signpost rendering. by pez · 14 years ago
- 6055420 Improve pressure plate rendering, and rename its functions/constants to boot by pez · 14 years ago
- 3679903 Enhance wall signs, and remove some functions we don't actually need. by pez · 14 years ago
- 20c39fe Increase default chunk-highlighting range by pez · 14 years ago
- d1d782a Stone buttons now render like we'd want by pez · 14 years ago
- fce980e Initial lever rendering. Technically they work, though they don't look great. by pez · 14 years ago
- e878cc2 Ladders were pretty easy actually. by pez · 14 years ago
- d92d52c Signposts are good to go for now (though they should be solid, and have the message on them) by pez · 14 years ago
- 88619dd Wall signs are now shown basically properly by pez · 14 years ago
- 1e112c3 Cleaned up stair rendering a bit by pez · 14 years ago
- 2e703a4 Stairs now render more-or-less correctly by pez · 14 years ago
- 6d3508a Rename a couple of functions and add a couple of javadocs by pez · 14 years ago
- 2c8b1ac Doors now render mostly-correctly, though technically I still need to fix the texture orientation. by pez · 14 years ago
- 43aa6c9 Make half-height blocks render a little better by pez · 14 years ago
- 96ba567 Doors are slightly better, though still need a lot of work by pez · 14 years ago
- e01ad2d Half-height floors render correctlyish. by pez · 14 years ago
- c1e3ed2 Lots of internal cleanup on the decoration rendering functions, and floor plates supported. by pez · 14 years ago
- 45c1aa7 Cleaning up the changelog a bit by pez · 14 years ago
- 944c9ce More rendering fixes by pez · 14 years ago
- 50803f1 Documenting renderSpecial a bit, and a stub function for ladders (which will currently render as reed) by pez · 14 years ago
- aa8fabc update by pez · 14 years ago
- 75b4b07 Fixed sponge rendering by pez · 14 years ago
- fcd54ae Reeds now render better by pez · 14 years ago
- 0619ff2 Re-enable left+right shift for speed control (in addition to the mouse buttons) by pez · 14 years ago
- 2c5807c Update to changelog by pez · 14 years ago
- 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
- 26c2b43 More fixes for rendering "decorative" blocks by pez · 14 years ago
- c69d2c8 Getting rid of a couple of unused constants by pez · 14 years ago
- 6551f69 Redstone torches render like they should, and also the beginnings of a more-sane block type render flag. by pez · 14 years ago
- 80712b2 Specify highlightable blocks by their block type, not the texture drawn. Also ripped out a few unused routines by pez · 14 years ago
- aeddaa0 Note about CVS by pez · 14 years ago
- 96306fa Make sure that the build.xml knows about the BUILDING file. by pez · 14 years ago
- eb1c22d Added a BUILDING file by pez · 14 years ago
- 948f5ba Automated building/packaging process. Woo. Also imported all the launchers. by pez · 14 years ago
- c3ee173 Camera speed controlled by mouse buttons (also adding changelog to CVS) by pez · 14 years ago
- 160d13b Support higher-res texture packs better by pez · 14 years ago XRAY_2_7_MB_3
- 808ed20 "B" key will now toggle bedrock rendering by pez · 14 years ago
- 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
- 511b7da Uncouple loading bar from our mainloop, which results in dramatically improved loading times by pez · 14 years ago
- d965874 Removing xray.zip, no reason for that to be in here by pez · 14 years ago
- e125933 Re-enable ore highlighting toggle and fullbright (though they're both bound to different keys now) by pez · 14 years ago
- 7c2c19b Save a version number in there, too by pez · 14 years ago XRAY_2_7_MB_1
- 437ae54 Auto-fix for post-Halloween terrain files which have grey grass+leaves by pez · 14 years ago
- 7c57c4c Exit on Ctrl-Q instead of just Q by pez · 14 years ago
- e0304ce Esc releases mouse instead of quitting the program by pez · 14 years ago
- 8b4cbed Implement highlight distance, using number keys by pez · 14 years ago
- b52e31e Nether worlds can be loaded now by pez · 14 years ago
- 3f4914d Options to highlight clay, obsidian, and pumpkins by pez · 14 years ago
- 1d7d593 Just a comment in the code by pez · 14 years ago
- e27c0f9 Add in Clay highlighting by pez · 14 years ago
- 2113ee4 Replace some more magic numbers with constants; not sure if these are actually used or not, though. by pez · 14 years ago
- 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
- 0f207f0 Default-fullscreen is annoying by pez · 14 years ago
- f7adb87 Initial commit, perhaps. by pez · 14 years ago XRAY_2_7