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* Do not force deletion of players when mapblock is full (#5081)Loïc Blot2017-01-21
| | | This fixes #4067
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
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* Add chatcommand unregister and override API (#5076)Elijah Duffy2017-01-20
| | | | | Introduces two functions to unregister and override chatcommands. minetest.unregister_chatcommand("<name>") and minetest.override_chatcommand("<name>", {<redifinition>})
* Fix MSVC build Build broken by 98e36d7SmallJoker2017-01-19
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* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Add minetest.player_exists() (#5064)rubenwardy2017-01-18
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* Add search to advanced settings (#4806)rubenwardy2017-01-18
| | | | | | | | * Add search to advanced settings * Press enter again to go to next result * Use keyword based search, auto select best option
* Fix typo in alias for deprecated settexturemodsapier2017-01-17
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* Improve priv descriptions (#5047)Ezhh2017-01-17
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* Remove client-side chat prediction. (#5055)red-0012017-01-17
| | | Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
* Adjust formspec spacing on the Client tab of the mainmenurubenwardy2017-01-16
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* Rename ObjectRef methods to be consistent and predictablerubenwardy2017-01-16
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* Add keyword based search to serverlistred-0012017-01-15
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* Added lua tracebacks to some errors where you have been blind to what… (#5043)sapier2017-01-15
| | | | * Added lua tracebacks to some errors where you have been blind to what actually went wrong
* Documentation: Correct biome heat / humidity noise parametersparamat2017-01-15
| | | | | | When the new set of biomes was added in MTGame the 'spread' for heat and humidity noise parameters was increased to 1000, i forgot to update settingtypes.txt and minetest.conf.
* Add color names from web page referenced in luaapi docsapier2017-01-15
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* Only set material flag on rendered meshes (#5023)lhofhansl2017-01-14
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* Fix build with freetype support disabledsfan52017-01-14
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* Fix another missing const reported by clang & @sfan5Loic Blot2017-01-14
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Fix missing const in ServerActiveObject::getStaticDataLoic Blot2017-01-14
| | | | | | This fixes #5033 Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Organize defaultsettings.cppShadowNinja2017-01-13
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* Main menu tweaksShadowNinja2017-01-13
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* Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Cleanup content_sao by factorizing similar code partsRogier2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Enable mod security by defaultShadowNinja2017-01-13
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* Meshes: Make object mesh face shading consistentparamat2017-01-13
| | | | | | | | | Previously, object meshes had their North and South faces darker than East and West faces, the opposite of nodes and meshnodes. This commit corrects this. State constants as float-literals not double-literals. Simplify code. Add comment.
* Make nametag removable with set_nametag_attributes (#5021)Rui2017-01-11
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* Cleanup some header inclusions to improve compilation timesLoic Blot2017-01-11
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* Performance fix + SAO factorizationRogier2017-01-11
| | | | | | | | | | Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Add staticdata parameter to add_entity (#5009)Rui2017-01-09
| | | | | * Add staticdata parameter to add_entity * Add add_entity_with_staticdata to core.features
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* support older PostGreSQL versions (#4999)zeuner2017-01-09
| | | | | | | * support older PostGreSQL versions * documentation accuracy * improve performance by affecting less rows in UPDATE queries
* builtin/.../falling.lua: Avoid crash when hitting unknown nodessfan52017-01-09
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* Map generation limit: Cache as 'const' not 'const static'paramat2017-01-08
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* Map generation limit: Fix checks for block/sector over-limitparamat2017-01-08
| | | | | | | | | | | | | | Fix the maths that check if any part of a mapblock or sector is over the set map_generation_limit. Therefore avoid the loading of any over-limit blocks that were previously generated when map_generation_limit was larger. The set limit can vary for a world because it is not yet a per-world mapgen parameter, even when it is sometimes it will be changed deliberately. Therefore avoid a player being returned to world centre if they re-enter a world while being over-limit. Fix the createSector() crash caused by a mob spawning over-limit in an over-limit mapblock
* Minor: Fix indentation in serverenvironment.cppLars Hofhansl2017-01-08
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* Move ServerEnvironment to dedicated cpp/header filesLoic Blot2017-01-08
| | | | * also cleanup some unneeded inclusions
* Move ClientEnvironment to dedicated cpp/header filesLoic Blot2017-01-08
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* Get neighbor from same map block if possible in ABMHandler (#4998)lhofhansl2017-01-08
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* Make column alignment consistent in advanced settings (#5004)Ezhh2017-01-07
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* Revert "Extend minetest.is_yes()"sfan52017-01-07
| | | | This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
* Extend minetest.is_yes()red-0012017-01-07
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* README.txt: Update the License to 2010-2017LNJ2017-01-05
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* lua_api.txt: Add registered_chatcommands to global tablesLNJ2017-01-05
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* Add raycast.cpp and tileanimation.cpp to Android.mkWayward12017-01-05
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* Expose and document chatcommands as minetest.registered_chatcommandsrubenwardy2017-01-04
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* Fixes for using std:vector in ABMHander and further perf improvementsLars Hofhansl2017-01-04
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* Use std::vector instead of std::map in class ABMHandlerRogier-52017-01-04
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* Improve getPointedThing() (#4346)Dániel Juhász2017-01-04
| | | | | | | | | | | | | | | | | | | * Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
* Travis: Build server too for UNIXLoïc Blot2017-01-04
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