1. f5e1775 Ability to toggle water rendering with T by pez · 14 years ago
  2. d7970ec Fold lava into our "better" type system as well by pez · 14 years ago
  3. 62dd459 Organize water into our newer types by pez · 14 years ago
  4. db77c43 Getting rid of an unneeded TODO by pez · 14 years ago
  5. 16b794f Set the singleplayer position properly when the dimension tag doesn't exist. by pez · 14 years ago
  6. d8d4753 Get rid of Antialias dropdown, and have the app remember the user's last-selected options by pez · 14 years ago
  7. 154241e First steps at having the app remember the user choices on the first dialog by pez · 14 years ago
  8. d54b9dd Re-version to MB8 for that eventual release by pez · 14 years ago
  9. 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
  10. 11666e7 Add a note about the LWJGL key reference online by pez · 14 years ago
  11. 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
  12. 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
  13. ad382ce Initial support for variable keys by pez · 14 years ago
  14. dd4357b Add in JSmoothGen information to the building file by pez · 14 years ago XRAY_2_7_MB_6
  15. 7414915 May as well report things properly by pez · 14 years ago
  16. 9c824a4 Fix a NullPointerException, handle unknown data values for DATAVAL blocks more properly, and prepare for MB6 release by pez · 14 years ago
  17. eb16faa Fences render properly now (though I need to abstract some of that into functions) by pez · 14 years ago
  18. 8610fca Working minecart track rendering by pez · 14 years ago
  19. 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
  20. 8be1711 Improve starting camera position (mostly for loading SMP worlds, so it'll at least start at the spawnpoint) by pez · 14 years ago
  21. 057462c Paintings are now fully-implemented by pez · 14 years ago
  22. fdfd279 Whoops, fixed log and wool rendering by pez · 14 years ago
  23. b92ef81 Paintings actually work, still need frames though. by pez · 14 years ago
  24. 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
  25. cc51ef9 Whoops, need to exclude build-lib on the source distro by pez · 14 years ago
  26. 33ed15f Preparing for MB5 release by pez · 14 years ago XRAY_2_7_MB_5
  27. 96c402a Change fullscreen toggle key to Backspace (from F10) by pez · 14 years ago
  28. bcfaead Spawn and playerpos markers sort of work most of the time now by pez · 14 years ago
  29. 9ed4f49 Just some TODO updates by pez · 14 years ago
  30. 2cfe5a7 to-spawn, to-player, and nether-switch now clears out the minimap properly by pez · 14 years ago
  31. 3bbc75b Move player to spawn if position isn't known by pez · 14 years ago
  32. 0c36211 Reverting some vars and getting rid of unneeded code by pez · 14 years ago
  33. 4319a9a Removing some dead code by pez · 14 years ago
  34. 2fcc835 Removing some outdated comments by pez · 14 years ago
  35. 2fc7de2 Turns out I've got to use -65 in there by pez · 14 years ago
  36. 261c28f Good lord, the minimap stuff seems to actually finally work basically like I want it to, for reals. by pez · 14 years ago
  37. c237df8 Various TODO updates, decrease chunk cache to 64x64, and update the sizing notes by pez · 14 years ago
  38. f9d1ec4 If our position or spawn isn't found, start at y=65 instead of y=0 by pez · 14 years ago
  39. 9053a59 Minimap now clears itself out appropriately when travelling long distances by pez · 14 years ago
  40. 03f50d6 Some work. Bleh. by pez · 14 years ago
  41. 26b0276 Get rid of some minimap constants by pez · 14 years ago
  42. 7739919 Check to make sure we're not double-loading chunks under some circumstances. by pez · 14 years ago
  43. bf7ca75 Okay, holes in the terrain should be okay now by pez · 14 years ago
  44. 5b7f093 Large map now displays like we'd want by pez · 14 years ago
  45. 3440ec0 Modified the position popup a bit so we can fit more digits by pez · 14 years ago
  46. 8f5e01e Just cleaning up some formatting that's been bothering me ever since I took this on by pez · 14 years ago
  47. 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
  48. c40a693 Updated block types for Beta 1.2 by pez · 14 years ago
  49. ec684c1 Display Ypos (height) in position window by pez · 14 years ago
  50. 6a52f38 Initial stab at getting the minimap working. Still needs work. by pez · 14 years ago
  51. a82b864 Just some cleanup by pez · 14 years ago
  52. 0b64e29 Update minimap to use the convention that north is up. by pez · 14 years ago
  53. f5960b9 Fix up the algorithm for drawing onto the minimap, was working from ground up for some reason. by pez · 14 years ago
  54. 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
  55. 91e0da4 Draw a loading bar when doing the initial loads for stuff. by pez · 14 years ago
  56. c6131d9 N key will switch between Nether and Overworld now, with an attempt to translate position. by pez · 14 years ago
  57. a1638a7 Added an "other..." option to open arbitrary dirs by pez · 14 years ago
  58. 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
  59. a44e6e4 Move world selection out to the main dialog, where it belongs. by pez · 14 years ago
  60. ab9a609 Get rid of the "Advanced" tab by pez · 14 years ago
  61. add08b3 Change default initial memory usage to 256MB by pez · 14 years ago
  62. 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
  63. a7a937d Make sure that Home/End work properly with the new chunk-loading scheme by pez · 14 years ago
  64. bc7d1be Don't barf on invalid chunks by pez · 14 years ago
  65. f9e72e6 And actually this seems to work better with a longer permissible load time by pez · 14 years ago
  66. 556bba7 Quick fix, should be looking at a different var here. by pez · 14 years ago
  67. 8579bd0 Load the initial chunks first before rendering. by pez · 14 years ago
  68. b13f384 Hm, using a LinkedList seems to actually do a really good job on this. by pez · 14 years ago
  69. 3842d33 More attempts; just floundering around a bit as I swap between machines by pez · 14 years ago
  70. ec2e714 Another change to the backend, we'll see if it works better with an array again. by pez · 14 years ago
  71. e996698 Undoing some more stuff that's not needed 'cause I'm not using Threads by pez · 14 years ago
  72. 791a1e5 Revert some chunk-loading logic back to pre-Thread status, since we're not using Threads anymore. by pez · 14 years ago
  73. 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
  74. 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
  75. 75060fd Fixed a typo by pez · 14 years ago
  76. 77efbdc Integrate JSmooth into build.xml; theoretically we build a Windows EXE now. by pez · 14 years ago
  77. 8885225 Couple of things that'd be useful by pez · 14 years ago
  78. 4ea0db6 What the heck, let's just go ahead and release MB4 by pez · 14 years ago XRAY_2_7_MB_4
  79. ece4f2d Default copy filter already automatically excludes CVS dirs. by pez · 14 years ago
  80. 65cc6b9 Decouple the build process from CVS by pez · 14 years ago
  81. b4888f0 A short list of standard resolutions will always be available in the dropdown. by pez · 14 years ago
  82. 968c880 Should start keeping track of TODO stuffs. by pez · 14 years ago
  83. 3464e3c Use the specified texture pack if we can by pez · 14 years ago
  84. 0fa6869 Improvements to grass coloring; should do so whenever needed now. by pez · 14 years ago
  85. 2105f7a small fixes to the changelog by pez · 14 years ago
  86. 734b0a6 Portal rendering now works basically like I wanted. by pez · 14 years ago
  87. 99d80d8 First shot at rendering portals more nicely by pez · 14 years ago
  88. ab982e2 Enhance signpost rendering. by pez · 14 years ago
  89. 6055420 Improve pressure plate rendering, and rename its functions/constants to boot by pez · 14 years ago
  90. 3679903 Enhance wall signs, and remove some functions we don't actually need. by pez · 14 years ago
  91. 20c39fe Increase default chunk-highlighting range by pez · 14 years ago
  92. d1d782a Stone buttons now render like we'd want by pez · 14 years ago
  93. fce980e Initial lever rendering. Technically they work, though they don't look great. by pez · 14 years ago
  94. e878cc2 Ladders were pretty easy actually. by pez · 14 years ago
  95. d92d52c Signposts are good to go for now (though they should be solid, and have the message on them) by pez · 14 years ago
  96. 88619dd Wall signs are now shown basically properly by pez · 14 years ago
  97. 1e112c3 Cleaned up stair rendering a bit by pez · 14 years ago
  98. 2e703a4 Stairs now render more-or-less correctly by pez · 14 years ago
  99. 6d3508a Rename a couple of functions and add a couple of javadocs by pez · 14 years ago
  100. 2c8b1ac Doors now render mostly-correctly, though technically I still need to fix the texture orientation. by pez · 14 years ago