catch(InvalidPositionException &e)
{}
- TimeTaker timer2("Client::addNode(): updateMeshes");
+ //TimeTaker timer2("Client::addNode(): updateMeshes");
for(core::map<v3s16, MapBlock * >::Iterator
i = modified_blocks.getIterator();
i.atEnd() == false; i++)
{
v3s16 p = i.getNode()->getKey();
- m_env.getClientMap().updateMeshes(p, m_env.getDayNightRatio());
+ //m_env.getClientMap().updateMeshes(p, m_env.getDayNightRatio());
+ addUpdateMeshTaskWithEdge(p);
}
}
Game content:\r
-------------\r
- Glass blocks\r
+- WHen furnace is destroyed, move items to player's inventory\r
+- Growing grass, decaying leaves\r
+ - This can be done in the active blocks I guess.\r
+ - Lots of stuff can be done in the active blocks.\r
+ - Uh, is there an active block list somewhere?\r
\r
Documentation:\r
--------------\r
\r
TODO: Flowing water animation\r
\r
-* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
+SUGG: Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
\r
SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
animating them is easier.\r
GUIInventoryMenu\r
- If separate menus are made for everything, this is not needed\r
\r
+TODO: See what is the main slowdown when a node is added or removed\r
+ and make it asynchronous at least for other players\r
+ - It probably is updateMeshes. How 'bout making it asynchronous?\r
+\r
Server:\r
-------\r
\r