Some very rudementry simulation on the server, which is unaware of physics and look direction.
Fix bug with block changes not properly propagating to all clients, due to the new network changes (some fields were changed to uppercase, but the JavaScript was still expecting lowercase).
Replicated basic player move logic (sans physics) on server.
Reorganized project a bit more to allow creation of multiple packages.
Moved map generation code into own package.
Collisions are now working, allowing the server to predict the movements of players with a high degree of accuracy. However, there is still error, and we don't correct for it yet.
Made player simulation non-blocking.
Clean up inventory.
Clean up controls.js, make keyboard layout easily settable with localStorage flag.
Made inventory items activatable again.
Entirely server-side prediction is mostly working now.
Server uses client frametime for calculations now. This entails trusting the client (they could just lie about their frametime), but we'll fix that soon enough.
Cleanup. We no longer trust the client's FrameTime, but we still trust their Timestamp. Somehow we have to normallize all of the incoming timestamps to one clock. Hmmm.
Remove useless comments.
Mostly working. I broke inventory, and jumping is still a bit jerky, but movement as a whole is much smoother.
Fixed jerky jumping (silly JavaScript), added back inventory functionality (totally client side atm.
Removed client to server messages about positioning, previously used for chunk loading. Added lag warning.
Basic shovel texturing. It looks like ass still, but at least it looks like less ass.
Missing semicolon
Renamed inventories as per discussion on #38.