| Commit message (Collapse) | Author | Age |
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StaticText
Other enhancements:
* C++ friendlyness for addStaticText() -> move to static StaticText::add()
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Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them
Other improvements:
* updateChat: more performance on error messages by remove string copies
* Initialize all game class members in definition instead of constructor (with nullptr instead of NULL)
* Drop unused Client::show{GameChat,GameHud,Profiler,GameFog}
* Add GameUI unittests
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Add 'vertical blend' parameter to biome registration that defines how
many nodes above the biome's 'y max' limit the blend will extend.
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As mentioned in #5759
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* Fix Wstringop-overflow warning from util/srp.cpp
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* [CSM] Don't load the IO library.
* Rename the function to match the Lua API function name and add a missing `const`
* Add a comment to explain some strange code and fix the other issues pointed out by shadowninja.
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Allows more control over shape of floatland mountain terrain.
Terrain shape is unchanged.
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The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.
* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
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Previously, time was compared with result_time before dividing it by
the level difference.
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* Add unittests on ActiveObject and BanManager class
This also permit to fix a bug in ban manager setting bans modified when no modification occurs
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This commit rewrites line_of_sight with VoxelLineIterator.
Stepsize is no longer needed, the results will be always accurate.
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This still leaves plenty of data undecoded, but just having the packet
types all covered 100% for 0.4.16 will make looking at traces a lot
simpler than seeing half the packets show up as unknown.
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- Set vertex colors on upright_sprites.
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`&vector[0]` is undefined if vector.empty(), causing build failure on MSVC
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vector.direction() now returns a normalised vector with direction p1 to p2.
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Default value is used when the setting key is not found in the config
file. If default value is not set, 'nil' is returned.
#6188
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#6797
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Fix old undiminish_light bug
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* CSM fixes: load mods after flavours & add flavour to block mod loading
* Don't permit to load mods twice
* Prepare builtin integrity global algorithm
* Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour
* flag typo fix
* Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
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This can be set via the active_object_interval option.
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The setting log_colour can be used to en-/disable or autodetect it.
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* Add player deletion method to auth handler (fixes #6653)
* Support iterating over the auth database
There was no way to do this previously and a recent commit
broke doing this the "hacky" way by accessing `core.auth_table`.
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Fixes #6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
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Remove player object property 'can zoom'.
Add player object property 'zoom fov'.
Remove clientside setting for 'zoom fov'.
Object property default is 15 degrees in creative mode, zoom disabled
in survival mode.
Needed due to zoom now loading and/or generating distant world
according to zoom FOV.
Update object properties serialisation version to 3.
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