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* Typo fix in compat code from commit 1d8d01074fdb52946f81110bebf1d001185b394bLoic Blot2018-06-03
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* ClientInterface: add a function to verify (correctly) if user limit was ↵Loïc Blot2018-06-03
| | | | | | | | | | | | | | reached (#6258) * ClientInterface: add a function to verify (correctly) if user limit was reached CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception Switch existing checks to ClientInterface::isUserLimitReached() Use range-based for loop for getClientIds() used function too This will fix #6254 (not the memory overhead if init is flooded)
* Make dropped items colorableDániel Juhász2018-06-03
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* Trigger on_rightclick regardless on the formspec meta fieldSmallJoker2018-06-03
| | | | Document behaviour for older clients.
* Full viewing range key message clarifiedFixer2018-06-03
| | | | To make it sound less confusing to players
* Add tiny Y offset in collisionMoveSimple() to tweak performanceJens Rottmann2018-06-03
| | | | | | | | | | | | | | | Another small general problem: the player is always standing exactly on the bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2. floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1), which means they behave differently depending on where you are: they round upwards above sea level and downwards when underground. This inconsistency comes from the way the coordinates are calculated, independent of the specific C++ code. The result is a tiny bit of lost performance when moving underground, because 1 node level more than necessary is checked for collisions. This can be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested. This is not an elegant solution, but still better than wasting CPU.
* Fix player coordinate rounding in collisionMoveSimple() (#6197)Jens Rottmann2018-06-03
| | | | | | | | | | | | | | | | | | | | 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.
* Fix crash when using --go in command lineJuozas Pocius2018-06-03
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* Noise: Prevent unittest crash caused by division by zeroSmallJoker2018-06-03
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* Sneak: Stripped down versionSmallJoker2018-06-03
| | | | | | | 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.
* Include TILE_MATERIAL_OPAQUE in shaders header (#6086)stujones112018-06-03
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* Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones112018-06-03
| | | | | Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
* Mgv7: Fix undefined 'float_mount_height'paramat2018-06-03
| | | | | | | | Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter 'float_mount_height' but was missing the necessary line in the constructor to get the altered value from 'params'. Fixes 3D floatland terrain generating everywhere.
* Fix for empty key/value when reading item string with wear but no metadata ↵Jesse McDonald2018-06-03
| | | | (#6058)
* Mgv7: Clean up divide-by-zero fixparamat2018-06-03
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* Mgv7: Avoid divide-by-zero errorsparamat2018-06-03
| | | | | Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan. This can cause massive vertical columns of water to appear above sea level.
* Fix render order of overlays (#6008)Dániel Juhász2018-06-03
| | | | | | | | * Fix render order of overlays * Use C++11 loops * Fix time_t
* Fix console resize issue when maximising game window (#6023)Ezhh2018-06-03
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* Fix console not being properly resized after window size changed (#6020)Zeno-2018-06-03
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* Automatic item and node colorization (#5640)Dániel Juhász2018-06-03
| | | | | | | | | | | | | | | | | * Automatic item and node colorization Now nodes with a palette yield colored item stacks, and colored items place colored nodes by default. The client predicts the colorization. * Backwards compatibility * Use nil * Style fixes * Fix code style * Document changes
* find_nodes_in_area: Extend maximal count to U32_MAX (#5277)SmallJoker2018-06-03
| | | | | | | Extend documentation, limit area volume Remove u16 count limitation * Prevent integer overflow, replace minp/maxp with pos1/pos2
* Verify HudSetParams input when hotbar textures are set (#6013)Loïc Blot2018-06-03
| | | | | | * Verify HudSetParams input when hotbar textures are set This fix #6011
* (Re)spawn players within 'mapgen_limit'paramat2018-06-03
| | | | | | | | | | | | | Previously, findSpawnPos() did not take the 'mapgen_limit' setting into account, a small limit often resulted in a spawn out in the void. Use the recently added 'calcMapgenEdges()' to get max spawn range through a new mapgenParams function 'getSpawnRangeMax()'. Previously, when a player respawned into a world, 'objectpos_over_limit()' was used as a check, which was inaccurate. Use the recently added 'saoPosOverLimit()' to get exact mapgen edges. Also fix default value of 'm_sao_limit_min'.
* Add a server-sided way to remove color codes from incoming chat messages (#5948)red-0012018-06-03
| | | | | | | | | These code be generated by CSM, a modded client or just copy and pasted by the player. Changes - Update configuration example and setting translation file. - Remove colour codes before logging chat. - Add setting to remove colour codes before processing the chat.
* fix an example in lua_api (#5604)DS2018-06-03
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* Fix sending color codes to clients that don't support them. (#5950)red-0012018-06-03
| | | Also remove `disable_escape_sequences` since it's not needed anymore.
* make ret variable in /builtin/mainmenu/tab_credits.lua local (#5942)DS2018-06-03
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* Fix typos/mistakes in the documentation for colour related functions. (#5936)red-0012018-06-03
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* Fix segmentation fault with tool capabilities (#5899)ShadowNinja2018-06-03
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* Revert version scheme changessfan52017-11-20
| | | | | This reverts commit 41b7823057bdaddd760f932dce802719301c3a0f. This reverts commit 7968f1ddaa67432719d5becdda5ca8bec58faa47.
* Fix branch being labelled as 0.4.17 instead of 0.4.17-devrubenwardy2017-09-09
| | | | You should use tags instead of this branch to track the latest release
* New version scheme (#6292)Loïc Blot2017-08-20
| | | | | | | * Version changes: current dev version is now 0.4.17 * This change permit to have multi branches with various versions * Dev version is 0.4.17-dev and next release will be 0.4.17
* Merge 0.4.16 into stable-0.4ShadowNinja2017-06-03
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| * Bump version to 0.4.16ShadowNinja2017-06-03
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| * Update remove_player documentationShadowNinja2017-06-03
| | | | | | | | | | This function only removes player meta data, not player authentication data.
| * Update creditsrubenwardy2017-06-03
| | | | | | | | | | | | | | | | | | | | | | The following algorithm was used when selecting contributors: * Every non-trivial contributor from the current release, Non-trivial meaning more than X non-trivial commits, not counting documentation/translation changes * The top Y contributors from the last 4 years. * Previous contributor means no contributions since a few months before the last release. In the future this should be automated
| * Translated using Weblate (Italian)pandaro2017-06-03
| | | | | | | | Currently translated at 77.6% (795 of 1024 strings)
| * Translated using Weblate (Serbian (cyrillic))Лазар Вукановић2017-06-03
| | | | | | | | Currently translated at 38.1% (391 of 1024 strings)
| * Translated using Weblate (Polish)Mateusz Mendel2017-06-03
| | | | | | | | Currently translated at 61.3% (628 of 1024 strings)
| * Added translation using Weblate (Slovenian)praprot2017-06-03
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| * Translated using Weblate (Japanese)BreadW2017-06-03
| | | | | | | | Currently translated at 48.2% (494 of 1024 strings)
| * Translated using Weblate (Dutch)Emiel van Rooijen2017-06-03
| | | | | | | | Currently translated at 79.7% (817 of 1024 strings)
| * Translated using Weblate (Swedish)texmex2017-06-03
| | | | | | | | Currently translated at 12.1% (124 of 1024 strings)
| * Translated using Weblate (Swedish)metarmask2017-06-03
| | | | | | | | Currently translated at 11.0% (113 of 1024 strings)
| * Translated using Weblate (Swedish)texmex2017-06-03
| | | | | | | | Currently translated at 10.9% (112 of 1024 strings)
| * Translated using Weblate (Malay)Muhammad Nur Hidayat Yasuyoshi2017-06-03
| | | | | | | | Currently translated at 90.2% (924 of 1024 strings)
| * Translated using Weblate (Indonesian)Muhammad Rifqi Priyo Susanto2017-06-03
| | | | | | | | Currently translated at 94.5% (968 of 1024 strings)
| * Translated using Weblate (Indonesian)Muhammad Rifqi Priyo Susanto2017-06-03
| | | | | | | | Currently translated at 84.2% (863 of 1024 strings)
| * Translated using Weblate (Belarusian)Viktar Vauchkevich2017-06-03
| | | | | | | | Currently translated at 100.0% (1024 of 1024 strings)
| * Translated using Weblate (French)anonymous2017-06-03
| | | | | | | | Currently translated at 88.6% (908 of 1024 strings)