| Commit message (Collapse) | Author | Age |
|
|
|
|
|
|
|
|
|
| |
Also remove hardcoded MTGame node.
The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
|
|
|
|
|
|
|
|
|
|
| |
* Player attrs: permits to remove an attribute by setting value to nil
When doing player:set_attribute("attr", nil) remove attribute
Also remove a useless check on C++ API part (already done by checkplayer)
Fix #5709
|
| |
|
|
|
|
|
|
|
|
|
| |
Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.
Improve docs for custom player collisionbox feature and reformat nearby lines.
|
|
|
|
|
| |
Related to commit 41c5483. Replace an occurrence of luaL_reg in
src/script/lua_api/l_camera.cpp (added by commit de028fc).
|
| |
|
|
|
|
|
| |
I also optiized FacePositionCache a bit: I removed a map
lookup and vector copy from both branches of getFacePosition.
|
| |
|
|
|
|
|
|
|
| |
This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* [CSM] Add camera API
roper rebase & squash
* Address nerzhul's review
|
| |
|
| |
|
|
|
|
| |
* Fix Android build
|
|
|
|
|
|
|
|
| |
* Save minetest screen width/height options when modified
* Add autosave_screensize setting (default true)
* Fix @SmallJoker comments
|
|
|
|
|
| |
* Add option to also check the center to `find_node_near`
|
|
|
|
| |
Currently translated at 31.9% (293 of 918 strings)
|
|
|
|
| |
Currently translated at 96.0% (882 of 918 strings)
|
|
|
|
| |
Currently translated at 66.9% (615 of 918 strings)
|
|
|
|
| |
Currently translated at 100.0% (918 of 918 strings)
|
|
|
|
| |
Currently translated at 58.0% (533 of 918 strings)
|
|
|
|
| |
Currently translated at 57.9% (532 of 918 strings)
|
| |
|
|
|
|
| |
Currently translated at 49.6% (456 of 918 strings)
|
|
|
|
| |
Currently translated at 49.4% (454 of 918 strings)
|
|
|
|
| |
Currently translated at 60.1% (552 of 918 strings)
|
|
|
|
| |
Currently translated at 93.6% (860 of 918 strings)
|
|
|
|
| |
Currently translated at 54.9% (504 of 918 strings)
|
|
|
|
|
|
|
|
| |
Fixes issue: #4274
I have tested on MacOS 10.12.4
Requires testing on:
FreeBSD, Windows and Linux which I do not have access to.
|
| |
|
|
|
|
|
| |
'video::SColor pointcolor' was initialised with order RGBA instead of ARGB.
No change in behaviour as 'm_bgcolor' has alpha 255.
|
|
|
|
|
| |
Fix accidental swap of red and blue components that caused reddish clouds
Add missing update of alpha in remoteplayer.cpp
|
| |
|
| |
|
|
|
|
|
|
|
| |
Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
|
|
|
|
|
|
| |
Remove useless `got_teleported`.
Fix jitter when walking against the sneak limits.
Fix damage evading on sneak ladders.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Optimize updateFastFaceRow processing by removing some TileSpec copy
It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5%
getTileInfo also reduced from 27% to 23%
* makeFastFace should use a const ref too
this trigger a const pointer need in the underlying function
Also fix some code style and prevent calculating 4 times the same position at a point
* Reduce a comparison cost for lights in updateFastFaceRow
|
| |
|
|
|
| |
Also fix some codestyle issues around it.
|
|
|
|
|
|
|
| |
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is.
This prevents fake ClientEvent creation & memory allocations
Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
|
| |
|
| |
|
|
|
|
| |
* [CSM] Add event on_place_node API lua
|
| |
|