Updated to-do list and added the give_initial_stuff setting for testing
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@ -54,6 +54,8 @@
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#enable_damage = false
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#give_initial_stuff = false
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# Player and object positions are sent at intervals specified by this
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#objectdata_inverval = 0.2
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@ -51,11 +51,10 @@ void set_default_settings()
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g_settings.setDefault("fast_move", "false");
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// Server stuff
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g_settings.setDefault("fast_move", "false");
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g_settings.setDefault("enable_experimental", "false");
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g_settings.setDefault("creative_mode", "false");
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g_settings.setDefault("enable_damage", "false"); //TODO: Set to true
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g_settings.setDefault("give_initial_stuff", "false");
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g_settings.setDefault("objectdata_interval", "0.2");
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g_settings.setDefault("active_object_range", "2");
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30
src/main.cpp
30
src/main.cpp
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@ -21,27 +21,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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=============================== NOTES ==============================
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NOTE: Things starting with TODO are sometimes only suggestions.
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NOTE: VBO cannot be turned on for fast-changing stuff because there
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is an apparanet memory leak in irrlicht when using it (not sure)
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- It is not a memory leak but some kind of a buffer.
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NOTE: iostream.imbue(std::locale("C")) is very slow
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NOTE: Global locale is now set at initialization
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NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
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hardware buffer (it is not freed automatically)
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Random suggeestions (AKA very old suggestions that haven't been done):
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----------------------------------------------------------------------
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SUGG: Fix address to be ipv6 compatible
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NOTE: When a new sector is generated, it may change the ground level
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of it's and it's neighbors border that two blocks that are
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above and below each other and that are generated before and
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after the sector heightmap generation (order doesn't matter),
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can have a small gap between each other at the border.
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SUGG: Use same technique for sector heightmaps as what we're
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using for UnlimitedHeightmap? (getting all neighbors
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when generating)
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SUGG: If player is on ground, mainly fetch ground-level blocks
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SUGG: Expose Connection's seqnums and ACKs to server and client.
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@ -67,11 +57,6 @@ SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
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sometimes very big by themselves
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- This might not give much network performance gain though.
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SUGG: Split MapBlockObject serialization to to-client and to-disk
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- This will allow saving ages of rats on disk but not sending
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them to clients
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- Not applicable. MapBlockObjects will be removed in the future.
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SUGG: Precalculate lighting translation table at runtime (at startup)
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- This is not doable because it is currently hand-made and not
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based on some mathematical function.
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@ -159,7 +144,7 @@ Graphics:
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---------
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SUGG: Combine MapBlock's face caches to so big pieces that VBO
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gets used
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can be used
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- That is >500 vertices
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- This is not easy; all the MapBlocks close to the player would
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still need to be drawn separately and combining the blocks
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@ -171,14 +156,11 @@ SUGG: Make fetching sector's blocks more efficient when rendering
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TODO: Flowing water animation
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SUGG: Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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animating them is easier.
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SUGG: Option for enabling proper alpha channel for textures
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TODO: Make all water not backside culled
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TODO: A setting for enabling bilinear filtering for textures
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Configuration:
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--------------
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@ -224,6 +206,7 @@ TODO: Get rid of MapBlockObjects and use ActiveObjects
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SUGG: MovingObject::move and Player::move are basically the same.
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combine them.
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- NOTE: Player::move is more up-to-date.
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- NOTE: There is a simple move implementation now in collision.{h,cpp}
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Map:
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----
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@ -233,6 +216,7 @@ TODO: Mineral and ground material properties
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some formula, as well as tool strengths
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TODO: Flowing water to actually contain flow direction information
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- There is a space for this - it just has to be implemented.
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SUGG: Erosion simulation at map generation time
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- Simulate water flows, which would carve out dirt fast and
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@ -4082,13 +4082,33 @@ Player *Server::emergePlayer(const char *name, const char *password,
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{
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setCreativeInventory(player);
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}
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else
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else if(g_settings.getBool("give_initial_stuff"))
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{
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/*{
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InventoryItem *item = new ToolItem("WPick", 32000);
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{
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InventoryItem *item = new ToolItem("SteelPick", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}*/
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}
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{
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InventoryItem *item = new MaterialItem(CONTENT_TORCH, 99);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem("SteelAxe", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem("SteelShovel", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new MaterialItem(CONTENT_COBBLE, 99);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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/*{
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InventoryItem *item = new MaterialItem(CONTENT_MESE, 6);
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void* r = player->inventory.addItem("main", item);
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@ -4119,13 +4139,7 @@ Player *Server::emergePlayer(const char *name, const char *password,
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}*/
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/*// Give some lights
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{
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InventoryItem *item = new MaterialItem(CONTENT_TORCH, 999);
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bool r = player->inventory.addItem("main", item);
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assert(r == true);
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}
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// and some signs
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/*// and some signs
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for(u16 i=0; i<4; i++)
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{
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InventoryItem *item = new MapBlockObjectItem("Sign Example text");
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