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