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Validation #38

Merged
merged 20 commits into from Apr 2, 2013
Commits on Mar 26, 2013
  1. Some very rudementry simulation on the server, which is unaware of ph…

    crazy2be committed Mar 25, 2013
    …ysics and look direction.
  2. Fix bug with block changes not properly propagating to all clients, d…

    crazy2be committed Mar 26, 2013
    …ue to the new network changes (some fields were changed to uppercase, but the JavaScript was still expecting lowercase).
Commits on Mar 27, 2013
  1. Collisions are now working, allowing the server to predict the moveme…

    crazy2be committed Mar 27, 2013
    …nts of players with a high degree of accuracy. However, there is still error, and we don't correct for it yet.
Commits on Mar 29, 2013
  1. Clean up inventory.

    crazy2be committed Mar 29, 2013
Commits on Mar 30, 2013
  1. Server uses client frametime for calculations now. This entails trust…

    crazy2be committed Mar 30, 2013
    …ing the client (they could just lie about their frametime), but we'll fix that soon enough.
  2. Cleanup. We no longer trust the client's FrameTime, but we still trus…

    crazy2be committed Mar 30, 2013
    …t their Timestamp. Somehow we have to normallize all of the incoming timestamps to one clock. Hmmm.
Commits on Mar 31, 2013
  1. Remove useless comments.

    crazy2be committed Mar 31, 2013
  2. Mostly working. I broke inventory, and jumping is still a bit jerky, …

    crazy2be committed Mar 31, 2013
    …but movement as a whole is much smoother.
  3. Fixed jerky jumping (silly JavaScript), added back inventory function…

    crazy2be committed Mar 31, 2013
    …ality (totally client side atm.
  4. Removed client to server messages about positioning, previously used …

    crazy2be committed Mar 31, 2013
    …for chunk loading. Added lag warning.
  5. Missing semicolon

    crazy2be committed Mar 31, 2013
Commits on Apr 2, 2013