Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging.
- Add --player command-line argument and 'player' field in Arguments struct
- Rename ip.toml to server.toml and corresponding internal variable to 'server'
- Fix block.cpp source path in CMakeLists.txt
Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module.
Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly.
Introduce packet header and ID mapping for protobuf messages.
Refactor session and server_world to use new packet wrapper.
Fix missing semicolons in proto files.
Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld.
* refactor: use TBB for concurrent hash maps and parallelize chunk processing
* fix: tbb link fail
* refactor(chunk): remove biome check for caves in rivers and oceans
* refactor(random): replace std distributions with custom implementations
Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance.
* refactor(generation): use chunk seed for cave and river paths
- Use per-chunk seed instead of global path_id for cave and river generation.
- Remove unused m_sum variables and m_path_id members.
- Clamp river yaw within 10 degrees of initial direction.
- Fix river radius interpolation (use t instead of 1-t).
- Lower sea level from 64 to 63.
* feat(gameplay): add Ocean biome with water generation and heightmap adjustments
- Introduce Ocean biome enum, builder, and detection logic.
- Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas.
- Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks.
- Comment out border blending call and update block fill logic.
* fix(gameplay): re-enable border blending and protect water in cave gen
* refactor(generation): move ocean water build to later phase
* feat(block): add is_transitional property and refine border blending
* fix(block): set stone block as transitional
* fix(world): generate temporary chunks for surface blend neighbor data
* fix(gameplay): simplify block fill logic in blend_surface_blocks_borders
* refactor(tree): remove debug logging and unused include
* feat: add grass texture and update grass_block texture
* feat: add block data
* feat: add blocks_tool
* feat: add sync info and change function in blocks_tools
* feat: add check and new function
* refactor: make block texture loading data-driven
* feat: add rendering for grass
* feat: passable grass
* feat: random grass place
* fix: memory leak in TextureManager::load_cross_plane_texture