]> git.localhorst.tv Git - blank.git/history - src/world
direct fix collision response
[blank.git] / src / world /
2015-11-20 Daniel Karbachdirect fix collision response
2015-11-20 Daniel Karbachignore obscured faces in collision response
2015-11-20 Daniel Karbachsome annotations
2015-11-17 Daniel Karbachper block type "gravity"
2015-11-16 Daniel Karbachmove block type loading details to BlockType
2015-11-13 Daniel Karbachuse 60° as max head yaw
2015-11-13 Daniel Karbachgeometry stuff
2015-11-13 Daniel Karbachsplit collision response
2015-11-13 Daniel Karbachtry to cleanly destruct world
2015-11-10 Daniel Karbachmaybe fixed a lighting bug…
2015-11-09 Daniel Karbachindex chunk access in entity/world intersection test
2015-11-09 Daniel Karbachsimplify ray/chunk intersection test
2015-11-09 Daniel Karbachfix entity/world collision
2015-11-06 Daniel Karbachokay, I screwed up collision it seems ^^
2015-11-05 Daniel Karbachtentative optimization of chunk intersection test
2015-11-05 Daniel Karbachfix serverside player orientation
2015-11-03 Daniel Karbachunified location handling
2015-11-03 Daniel Karbachsplit geometry lib
2015-11-02 Daniel Karbachnew turn style
2015-10-30 Daniel Karbachlight entities according to block light level
2015-10-30 Daniel Karbachfix entity pitch clamping
2015-10-30 Daniel Karbachuse model -Z for heading when not moving
2015-10-29 Daniel Karbachuse yaw as entity's orientation
2015-10-29 Daniel Karbachrender entity bounds in debug mode
2015-10-29 Daniel Karbachmore transform caching
2015-10-29 Daniel Karbachmake AI entities avoid world collisions
2015-10-28 Daniel Karbachcache some basic entity axes
2015-10-25 Daniel Karbachmore fun with AI/steering
2015-10-23 Daniel Karbachexperiments with ai states and steering
2015-10-23 Daniel Karbachbrought some order to the whole controller thing
2015-10-23 Daniel KarbachAI state machine
2015-10-23 Daniel Karbachcentralize entity controllers
2015-10-22 Daniel Karbachupdate entity model on state change
2015-10-22 Daniel Karbachtreat head pitch and yaw as entity state
2015-10-21 Daniel Karbachget rid of angular velocity
2015-10-20 Daniel Karbachrenamed OutlineMesh -> PrimitiveMesh
2015-10-19 Daniel Karbachbetter stability of collision response
2015-10-19 Daniel Karbachuse entity's eyes to aim
2015-10-19 Daniel Karbachuse seconds as world time unit
2015-10-19 Daniel Karbachpenalty force collision response
2015-10-16 Daniel Karbachuse "forces" for entity control and RK4 integrator
2015-10-16 Daniel Karbachblock sounds depending on block type
2015-10-15 Daniel Karbachlil cleanup of common and unused stuff
2015-10-15 Daniel Karbachinvalidate meshes if surrounding chunks on insert
2015-10-13 Daniel Karbachuse (and fix) new shape implementation
2015-10-13 Daniel Karbachactually load shapes
2015-10-12 Daniel Karbachrenamed Shape -> CollisionBounds
2015-10-12 Daniel Karbachcomposite model is the canonical model
2015-10-12 Daniel Karbachmodel -> mesh
2015-10-09 Daniel Karbachallow hsl color shifts for blocks and entities
2015-10-08 Daniel Karbachrearrange init of standalone state a little
2015-10-08 Daniel Karbachlast resort lighting on render
2015-10-07 Daniel Karbachdon't unload dangling chunks until they're saved
2015-10-07 Daniel Karbachsped up chunk generation a little
2015-10-06 Daniel Karbachrandom stuff
2015-10-03 Daniel Karbachmore parameters for world generation
2015-10-02 Daniel Karbachmove spawn index out of world
2015-10-01 Daniel Karbachstore players in world save
2015-09-29 Daniel Karbachfixed some initialization issues
2015-09-29 Daniel Karbachsplit input handling
2015-09-18 Daniel Karbachcache chunks received by the client
2015-09-17 Daniel Karbachtransmit chunks from server to client
2015-09-14 Daniel Karbachgrouped entity physics state into a struct
2015-09-14 Daniel Karbachfix block placement
2015-09-11 Daniel Karbachbetter control over entity update transmission
2015-09-10 Daniel Karbachfix loop removing players from world
2015-09-09 Daniel Karbachsplit chunk stuff
2015-09-08 Daniel Karbachsync entities with clients
2015-09-05 Daniel Karbachadjust player index if entity is removed
2015-09-04 Daniel Karbachgive unique IDs to entities
2015-09-03 Daniel Karbachdefined and implemented join and part packets
2015-09-02 Daniel Karbachspecial treatment for players
2015-09-02 Daniel Karbachfirst draft for client/server architecture
2015-08-28 Daniel Karbachsort chunk candidates before detailed check
2015-08-28 Daniel Karbachsplit composite model in template and instance
2015-08-27 Daniel Karbachreference count entities for safer removal
2015-08-27 Daniel Karbachsplit chunk redering from world model
2015-08-21 Daniel Karbachexplicit reference for world coordinates
2015-08-19 Daniel Karbachsome outline improvements
2015-08-18 Daniel Karbachuse collision structures for ray tests
2015-08-17 Daniel Karbachcheck for entities under crosshair
2015-08-17 Daniel Karbachfix some inline TODOs
2015-08-13 Daniel Karbachcollect and load textures required by block types
2015-08-12 Daniel Karbachload block types from data file
2015-08-11 Daniel Karbachallow multiple meshes per entity
2015-08-10 Daniel Karbachtry to get every chunk change saved to disk
2015-08-10 Daniel Karbachdifferent limits for reading and generating chunks
2015-08-10 Daniel Karbachsave and load chunk data
2015-08-09 Daniel Karbachsave and load world seed
2015-08-08 Daniel Karbachtextures
2015-08-07 Daniel Karbachtvec[234]<int> -> ivec[234]
2015-08-07 Daniel Karbachcorrect usage of quaternions :P
2015-08-06 Daniel Karbachsimple preloader
2015-08-05 Daniel Karbachrandomly spawn entities around the player
2015-08-04 Daniel Karbachmake entities removable
2015-08-03 Daniel Karbachshow camera position in debug overlay
2015-08-03 Daniel Karbach"streamlined" model/VAO handling
2015-08-01 Daniel Karbachsome experiments with sound
2015-07-27 Daniel Karbachreorganize basic rendering functionality
2015-07-23 Daniel Karbachpropagate light into blocking blocks
next