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Now texture handling is fast. Also now players are saved on disk.
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@@ -63,6 +63,10 @@ public:
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core::list<Player*> getPlayers();
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core::list<Player*> getPlayers(bool ignore_disconnected);
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void printPlayers(std::ostream &o);
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void serializePlayers(const std::string &savedir);
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// This loads players as ServerRemotePlayers
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void deSerializePlayers(const std::string &savedir);
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#ifndef SERVER
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void updateMeshes(v3s16 blockpos);
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