| Commit message (Collapse) | Author | Age |
... | |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:
Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.
Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.
Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
|
|
|
|
|
|
| |
Move point at which light is sampled up to 0.5 nodes above foot level,
to avoid that point sometimes passing into the node below causing the
model to go dark.
|
|
|
|
|
|
|
|
|
| |
The getBackgroundBrightness() function detects darkness in the view direction
to decide when to make the skybox dark. The volume checked was too narrow and
missed the left and right edges of the view, too easily causing a dark skybox.
Widen the checked volume to match a FOV of 72 degrees and a 16:9 aspect ratio
game window.
|
| |
|
|
|
| |
read the actual height of the collisionbox
|
| |
|
|
|
|
| |
This reverts commit bc1654feedc90caa8c26328ca6f0fc59fbe5b76c.
|
| |
|
|
|
|
|
|
| |
Add LuaEntity on_death callback
This fixes #5474
|
| |
|
|
|
|
| |
don't check isLightDayNightEq if checked on previous node
|
|
|
|
|
|
|
|
| |
Remove usage of the SharedBuffer in zlib compression which has two problems:
* We copied the whole memory block to compress it (not good with mapblocks)
* We copied sometimes strings to SharedBuffer to SharedBuffer (2nd time)
Use this method in MapNode::serializeBulk + optimize serialization but merging 3 identical loops in a single loop
|
|
|
|
|
|
| |
correctBlockNodeIds does 2 lookups for each loaded node, one to translate DB ID to name and a second to translate name to real ID. Name to real ID is very consumming if done on every node. As mapblocks are in most cases composed of many identical adjacent nodes, cache previous source and destination id and use them on the next node to prevent any lookup on those maps.
This reduce the function load from 15% of my CPU usage to ~0.7%, on the test, calls was reduced from 2.5M lookups to 42k lookups, it's a huge performance gain
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)
Callgrind difference
Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png
* Fix one push_back to use vector::emplace_back & optimize inclusions
|
|
|
|
|
|
|
|
|
|
| |
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance
* VoxelArea: precalculate extent (performance enhancement)
This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
|
|
|
|
| |
The probability list has to also encode per-node force-place.
|
|
|
|
|
|
|
|
| |
Allows setting of the mountain 'zero level' (y where density gradient is zero).
It is easy to vertically shift smooth terrain by editing noise parameter 'offset',
but vertically shifting mountain terrain was complex and imprecise, involving
making a calculation based on an average of the mountain height parameter.
|
|
|
|
| |
It's only used in emerge threads and it's a local object, don't expose it to the whole Minetest
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Breaks compatibility with old clients.
|
|
|
|
|
|
|
| |
Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when
using a small view range.
Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly
strong when using a large view range.
|
|
|
|
|
|
| |
The change from 800x600 to 1024x576 (16:9) was a reduction in height which caused
user interface to become smaller.
Continue to use width 1024 as it is a common small screen width.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* [CSM] Add flavour limits controlled by server
Server send flavour limits to client permitting to disable or limit some Lua calls
* Add limits for reading nodedefs and itemdefs
* flavour: Add lookup node limits
* Merge get_node_or_nil into get_node.
Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason
* Add node range customization when noderange flavour is enabled (default 8 nodes)
* Limit nodes range & disable chat message sending by default
* Bump protocol version
|
| |
|
|
|
|
| |
Also rename helper to lbm_map instead of container_map
|
|
|
|
| |
+ C++11 codestyle
|
|
|
|
|
|
|
|
|
| |
Spawn player 1 node higher to avoid spawning waist-deep in a possible
biome 'dust' node, such as tundra snowblock.
Tune default offset to spawn players in a more interesting location on the
mandelbrot sets, on a raised area that looks like a spawn platform.
Tune julia parameters to help avoid spawn search failing, especially for
fractal 6.
|
|
|
|
| |
Regression caused by ef285b2815962a7a01791059ed984cb12fdba4dd
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For consistency return to 'FPS =', add comma before FPS.
Remove 'R' from 'range_all' as may be re-keymapped.
Remove inconsistent brackets from 'range_all'.
Change 'v_range' to 'view_range'.
Add 'pos = ' before co-ordinates.
Add spaces around '=' in yaw display.
Remove brackets from around 'yaw' and 'seed'.
Move 'pointing_at' to 3rd line.
Remove 'param1' (0 for all solid nodes and unreadable for light sources due to
light bank encoding).
Remove file name of pointed node top tile (this also removes the need to get
ContentFeatures for the node, slightly improving performance).
Replace quotes around node data with brackets, looks better and more consistent.
Add 'guitext3' for third line.
Use 'setVisible' for all 3 lines to control the setting of each text rectangle.
Improve logic of 3rd line to only run code it needs to depending on whether
pointing data is avaialble and whether node is not 'ignore' and not 'unknown'.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* New TOCLIENT_CHAT_MESSAGE packet
* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side
* Update with timestamp support
|
| |
|
|
|
|
| |
This reverts commit bdac12761cd92960c3df83c932aa610f2322215f.
|
| |
|
|
|
|
|
| |
Original PR: #5747.
This reverts commit 39f4a2f607d44738d60db84eba4b30e3d7450204.
|
|
|
|
|
|
|
| |
Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.
|
| |
|
|
|
| |
If gettext is disabled, it is defined as 0.
|
|
|
|
|
| |
Previously the example ran off the edge of the formspec.
Also include 'lacunarity' in the format instead of treating it as an option.
|