// Convert all mud under proper day lighting to grass
if(n.d == CONTENT_MUD)
{
- if(1)
+ if(dtime_s > 300)
{
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
if(content_features(n_top.d).air_equivalent &&
/*
Mess around in active blocks
*/
- if(m_active_blocks_test_interval.step(dtime, 5.0))
+ if(m_active_blocks_test_interval.step(dtime, 10.0))
{
for(core::map<v3s16, bool>::Iterator
i = m_active_blocks.m_list.getIterator();
// Convert mud under proper lighting to grass
if(n.d == CONTENT_MUD)
{
- if(myrand()%10 == 0)
+ if(myrand()%20 == 0)
{
MapNode n_top = block->getNodeNoEx(p0+v3s16(0,1,0));
if(content_features(n_top.d).air_equivalent &&
Stuff to do before release:\r
---------------------------\r
- Make grass grow slower; utilize timestamp difference\r
+\r
+Stuff to do after release:\r
+---------------------------\r
+- Make sure server handles removing grass when a block is placed (etc)\r
+ - The client should not do it by itself\r
+- Block cube placement around player's head\r
- Protocol version field\r
- Consider getting some textures from cisoun's texture pack\r
- Ask from Cisoun\r
- Make sure the fence implementation and data format is good\r
- Think about using same bits for material for fences and doors, for\r
example\r
-- Make sure server handles removing grass when a block is placed (etc)\r
- - The client should not do it by itself\r
-- Add mouse inversion in config\r
-- Block cube placement around player's head\r
-- Move mineral to param2, increment map serialization version, add conversion\r
-\r
-Stuff to do after release:\r
----------------------------\r
- Finish the ActiveBlockModifier stuff and use it for something\r
+- Move mineral to param2, increment map serialization version, add conversion\r
\r
======================================================================\r
\r