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Commits on Jul 23, 2011
  1. making tcp work again

    zpmorgan committed Jul 23, 2011
  2. Launcher: adding process watchers so that the local server shuts when…

    zpmorgan committed Jul 23, 2011
    … the client process ends
  3. new Games::VoxEngine::Launcher module. It forks both client & server,…

    zpmorgan committed Jul 23, 2011
    … which communicate using AnyEvent "portable pipes"
Commits on Jul 21, 2011
  1. cherry-picked but not committed d1e879a. Also some more EOF stuff, wh…

    zpmorgan committed Jul 21, 2011
    …ich doesnt function yet.
Commits on Jul 20, 2011
  1. piped client-server communication is now an option. run ./examples/mi…

    zpmorgan committed Jul 20, 2011
    …necrap.pl to try. Server does not shut down automatically (has to be killed) for now.
  2. engine: cleaner checking if a position in the client is inside a load…

    elmex committed Jul 20, 2011
    …ed chunk, also don't select boxes in unloaded chunks!
Commits on Jul 19, 2011
  1. client server forking wip

    zpmorgan committed Jul 18, 2011
  2. engine: removed possible division by 0.

    elmex authored and zpmorgan committed Jul 19, 2011
  3. engine: client now clears out chunks on disconnect. prevents weirdnes…

    elmex authored and zpmorgan committed Jul 19, 2011
    …s on reconnect.
  4. doc: some notes.

    elmex committed Jul 19, 2011
Commits on Jul 18, 2011
  1. ui: revisited slots and inventory.

    elmex committed Jul 18, 2011
    Don't show stuff in empty slots, and get
    rid of the ugly materialization in the inventory.
  2. doc: todo cleanup.

    elmex committed Jul 18, 2011
  3. gameplay: added jumper items, which can teleport the player once into…

    elmex committed Jul 18, 2011
    … a certain direction.
  4. engine: rewrote (de)materialization to be more generic, tick driven a…

    elmex committed Jul 18, 2011
    …nd handle player logouts more gracefully.