| Commit message (Collapse) | Author | Age |
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Move client 'controls', 'graphics' and 'sound' into the first level to be
immediately visible to players who may not realise these come under 'client'.
These are the settings that new players or players on a server are likely to
want to access while not having understanding of what comes under 'client'.
Leave client 'network' and 'advanced' under 'client' as these are more
advanced.
Move 'show entity selection boxes' from the bizarre location in
'client'>'network' to 'graphics'>'in game'>'advanced'.
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* mapblock_mesh.cpp: Fix code style and simplify a bit code
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* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
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This should fix #6332
Refcount is not increased due to reference, it can make this refcount incorrect in a multithread context
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Fixes #6294
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* Alternative code for slipping
- does not depend on frame rate
- controllable via environment variables for now
* Adjust slipping speed for item entities too.
* Final version of framerate-independent slippery code
* Remove dead code and fix formatting
* getStandingNodePos should only look 0.05 nodes downwards
This ensures that, even if the player is standing on a partially
filled node, this node is used as the standing node and not the
node below it.
Specific use: enables slippery slabs
* Exchange global getStandingPosNode change for local inline change
Reverts previous commit
* Revert the item movement changes
* Slippery nodes now slip over cliffs and edges
Players no longer suddenly stop before falling off.
Also refactored slippery code into getSlipFactor method.
* Slipping over an edge gated by player's is_slipping state
A new flag for just this case, to reduce costly node lookups in
the normal case of leaning over a non-slippery edge.
Public access for consistency and potential future uses.
* Minor code tweaks / cosmetics
* Add temp variable to improve readability and fix indentation issues
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* Add register_on_priv_grant/revoke, and on_grant/revoke to privs. Call from /grant and /revoke
* Call on_grant and on_revoke callbacks from set_privs
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* Move Connection threads to dedicated files + various cleanups
* ConnectionReceiveThread::processPacket now uses function pointer table to route MT packet types
* Various code style fixes
* Code style with clang-format
* Various SharedBuffer copy removal
* SharedBuffer cannot be copied anymore using Buffer
* Fix many SharedBuffer copy (thanks to delete operator)
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* Overlays for wield and inventory images
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New code structure
Use setting movement_gravity
Reset age on merge
Set merge radius to 1.0m
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It was broken due to the presence of "µ" utf-8 characters in builtin/profiler/reporter.lua.
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GCC 4.9 and Clang 3.4 are the minimum
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* Make entity selection and collision boxes independently settable
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* Setting: Safe digging and placing
* New setting 'safe_dig_and_place' under Controls
* If set, digging and placing will not auto-repeat
* Releasing buttons unblocks the respective action again
* Useful for inexperienced users in creative mode where default
repeat times may be too short
* Safe placing (right click repetition) does not need a guarding flag
* Added new setting to minetest.conf.example
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* Cleanup network headers
* Move peerhandler to a specific header to reduce compilation times
* Move socket.cpp/h to network folder
* More work
* Network code cleanups
* Move socket.{cpp,h} to network folder
* Move Address object to network/address.{cpp,h}
* Move network exceptions to network/networkexceptions.h
* Client: use unique_ptr for Connection
* Server/ClientIface: use shared_ptr for Connection
* Format fixes
* Remove socket.cpp socket.h from clang-format whitelist
* Also fix NetworkPacket code style & make it under clang-format
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Of course, this is not ideal solution, but we want our users to be happy in the
first place, right?
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* Respect object property hp_max field for players
This allows modders to configure the maximal HP per player
* Statbars: Downscale bar to full 20 HP when exceeding this value
Add default max HP for players and breath constants to builtin
Document the constants
* Rename PLAYER_MAX_HP -> PLAYER_MAX_HP_DEFAULT
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Exception must always use temporary instead of global copied exception instances, it's not recommended and should have undefined issues
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Flag default is true to not change default behaviour.
The existing minimap HUD flag remains the master control for minimap.
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the BS constant
implicitly promotes all position calculations it is used in to double even
though positions (= v3f) are only meant to be floats.
There are many, many similar occurrences everywhere, but I'm not willing to
hunt down all; I only fixed the little part I'm already familiar with.
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Last modernization fixes
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error (caused by merging commits) and add a workaround for travis commit range bug (#6227)
* common.sh: fix travis-ci build bugs
install_macosx_deps: check if jpeg is installed, if not - upgrade it.
needs_compile: Check if $TRAVIS_COMMIT_RANGE is valid, if not, rewrite
the range with the correct one, and fix git ambiguous argument error.
* Changed detection method and removed commments
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* Version changes: current dev version is now 0.5.0
* This change permit to have multi branches with various versions
* Dev version is 0.5.0-dev and next release will be 0.5.0
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* Modernize source code: last par
* Use empty when needed
* Use emplace_back instead of push_back when needed
* For range-based loops
* Initializers fixes
* constructors, destructors default
* c++ C stl includes
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* Code modernization: subfolders
Modernize various code on subfolders client, network, script, threading, unittests, util
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Make connection.cpp readable in a pointed place + typo
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* Code modernization: src/p*, src/q*, src/r*, src/s* (partial)
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* C++ STL header style
* Spelling: vertice -> vertex
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* Code modernization: src/n*, src/o*
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove unused IWritableNodeDefManager::clone()
* C++ STL header style
* Pointer constness in some functions
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initialisation code (#6281)
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* remove sector meta loading/saving from files which targets dead code (differs_from_disk is always empty)
* this remove empty ServerMapSector and ClientMapSector, remove MapSector childs
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This object is from 0.3 era and was never used since 0.4.X and GenericCAO usage
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