aboutsummaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
* Docs: Clarify where to check for 'protection_bypass' (#8675)SmallJoker2019-07-14
|
* Move more dungeon parameter selection to mapgens (#8653)Paramat2019-07-09
| | | | | | | | | | Move 'num_dungeons' to 'DungeonParams'. Add new parameter 'num_rooms' to replace 'rooms_min' and 'rooms_max', so that the mapgen has complete control over the number of rooms. Add new bool 'first_room_large' so that the mapgen chooses this instead of a hardcoded 1 in 4 chance. Add new parameter 'room_size_large' to replace 'room_size_large_min' and 'room_size_large_max', so that the mapgen has complete control over this.
* Do predict when sneak-place to node with on_rightclickDS-Minetest2019-07-08
|
* Improve ABM time budget handling. #8645Lars Hofhansl2019-07-07
|
* Document ObjectRef:remove under Lua entity (#8659)ANAND2019-07-08
| | | | | This was previously documented under the general ObjectRef section with a note that this won't work on players. So I think this would fit better with Lua entity-only methods. This PR also changes the title of the Lua entity-only section from `LuaEntitySAO-only` to `Lua entity only`.
* Improve grammar and formatting in the READMEHugo Locurcio2019-07-05
| | | | | | | | This also clarifies the fact that Minetest saves `minetest.conf` when closing Minetest for the first time, rather than when starting it for the first time. This also fixes the default key for the pitch move mode which is now P.
* Update biome definition dungeon node documentation (#8650)Paramat2019-07-01
|
* Dungeongen: Remove most hardcoded dungeon nodes (#8594)Paramat2019-06-30
| | | | | | | | | | | | | | | Biome-defined dungeon nodes was added as a feature to MT 5.0.0. So now remove most of the hardcoded dungeon node code that assumes a game has stone, sandstone, desert stone, and no other stone types. If biome-defined dungeon nodes are not found, dungeon nodes fall back to the 'cobble' mapgen alias if present, if not present they fall back to biome-defined 'stone'. Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games now only need to define 3 to 5 mapgen aliases. Document dungeon parameters. Make c_lava_source fallback to c_water_source as both are used as cave liquids.
* Optimize and unify mesh processing (#7851)Vitaliy2019-06-28
|
* Add compatible, consistent coordinate system to FormSpecs. (#8524)v-rob2019-06-27
|
* Increase upper limit of display_gamma to 10 (#8618)ANAND2019-06-27
|
* Add support for 9-sliced backgrounds (#8600)rubenwardy2019-06-22
| | | | | 9-slice textures are commonly used in GUIs to allow scaling them to match any resolution without distortion. https://en.wikipedia.org/wiki/9-slice_scaling
* Fix segfault on quitting with open node formspec (#8608)SmallJoker2019-06-21
|
* Improve buildbot scriptPierre-Yves Rollo2019-06-21
| | | | | | | | | | PR created under the employment of EvidenceBKidscode * Variables to set git repositories urls (allows to build from another repo) * Variables to set git branch to build from (allows to build from non-master branch) * Variables to change built name * Make -j uses the proper number of processors (autodetect) * Changed toolchain from win32 to adpat it to non-debian distros
* Fix handling of --color and --worldlist command line argumentsMarkus Mattes2019-06-21
| | | | | | | | They verify the provided value and error if a wrong value got provided command line description for color was differnt on win32 but code did not handle any differenc extended the command line description for world and worldname that it is clear that they only start a local game if used with --go Fixes #7875
* Exclude vscode editor files from sourceMarkus Mattes2019-06-21
|
* Update README copyright notice to 2019 (#8606)Vilhelm Prytz2019-06-19
|
* Mapgen Carpathian: Add optional rivers (#7977)Paramat2019-06-19
| | | | | Rivers are disabled by default and will not be added to existing worlds. Rewrite getSpawnLevelAtPoint() to be simpler and more consistent with generateTerrain().
* Android: Use system provided path for default TMPFolder setting (#8505)stujones112019-06-15
|
* Update Github templates (#8593)rubenwardy2019-06-13
|
* Use CDB author and name in installed package's config (#8550)Paul Ouellette2019-06-10
| | | | They are used for tracking the package, so should match ContentDB.
* Settings: Disallow space characters entirelySmallJoker2019-06-10
| | | | | Lua API: > Setting names can't contain whitespace or any of ="{}#
* Formspecs: Close on metadata removal (#8348)SmallJoker2019-06-10
| | | | Formspecs will now close as soon the formspec string in the node metadata turns invalid.
* Add disable_jump to liquids and ladders (#7688)SmallJoker2019-06-10
| | | | | Remove second nodedef check by improving the colliding node detection Also remove the 2nd check in old_move, correct standing node a bit
* Add compatibility to vcpkg buildsystem (#8317)adrido2019-06-10
|
* Save forceloaded blocks file periodically (#8535)Thomas Rudin2019-06-10
| | | | | saves the forceloaded blocks periodically. checks every 10 seconds if the forceloaded blocks got changed in-game and persists them on-disk if that's the case
* Damage: Play no damage sound when immortal (#8350)SmallJoker2019-06-09
| | | | Add isImmortal server-side for proper enable_damage handling Rework log messages
* Remove modstore leftovers. Fix core.show_path_select_dialog documentation ↵DS2019-06-07
| | | | | (#8572) This was forgotten in #5852.
* HTTP API: Allow binary downloads and headers (#8573)SmallJoker2019-06-06
| | | | Add minetest.features.httpfetch_binary_data
* Dungeons: Settable density noise, move number calculation to mapgens (#8473)Paramat2019-06-01
| | | | | | | | | | | | Add user-settable noise parameters for dungeon density to each mapgen, except V6 which hardcodes this noise parameter. Move the calculation of number of dungeons generated in a mapchunk out of dungeongen.cpp and into mapgen code, to allow mapgens to generate any desired number of dungeons in a mapchunk, instead of being forced to have number of dungeons determined by a density noise. This is more flexible and allows mapgens to use dungeon generation to create custom structures, such as occasional mega-dungeons.
* Fix persistent ^[brighten after damage again (#5739)SmallJoker2019-05-26
| | | | | | | | | The old texture modifier is restored by passing `m_previous_texture_modifier`. Either copy it manually or let the function parameter do that. Victims so far: 8e0b80a Apr 2018 eb2bda7 May 2019
* override.txt: Fix crash due to CRLF endings (#8439)David G2019-05-25
|
* Do not drag-place stack into 'craftpreview' slot (#8514)SmallJoker2019-05-25
|
* Add IGUIScrollbar implementation with variable bar sizes (#8507)stujones112019-05-24
|
* Fix forgotten PlayerSAO cast in a90f2efSmallJoker2019-05-21
|
* Make autoforward simulate the 'up' key (#8249)DS2019-05-21
|
* Check for out-of-bounds breath when setting breath_max (#8493)ANAND ツ2019-05-21
|
* Fix API site build (#8551)Paul Ouellette2019-05-21
|
* l_mapgen.cpp: Fix LINT broken since b1b40feSmallJoker2019-05-21
|
* Prioritise craft recipesHybridDog2019-05-20
| | | | | | When multiple recipes are applicable, the recipes are prioritised in this order: toolrepair < shapeless with groups < shapeless < shaped with groups < shaped For cooking and fuel, items are prioritised over item groups
* Test crafting hash type only once for a recipeHybridDog2019-05-20
|
* Allow multiple cave liquids in a biome definition (#8481)Paramat2019-05-18
| | | | | | | | | | | | | This allows games to specify biome cave liquids and avoid the old hardcoded behaviour, but preserves the ability to have multiple cave liquids in one biome, such as lava and water. When multiple cave liquids are defined by the biome definition, make each entire cave use a randomly chosen liquid, instead of every small cave segment using a randomly chosen liquid. Plus an optimisation: Don't place nodes if cave liquid is defined as 'air'
* Add content_rating tag to appdata (#8538)Carles Pastor Badosa2019-05-18
| | | This tag allows software stores (KDE discover, etc) to filter and know whether applications are suitable for young users.
* Optimize string (mis)handling (#8128)Jozef Behran2019-05-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
* Revert "Inventory: Make addItem for empty ItemStacks respect max stack size" ↵ANAND ︻气デ═一2019-05-12
| | | | | (#8519) Revert commit e6a9e60
* Move HTTP request logging to infostream (#8526)ANAND ︻气デ═一2019-05-12
|
* Define operators == and != for ItemStackANAND ︻气デ═一2019-05-11
|
* builtin/../register.lua: Abort make_wrap_deregistration if param is invalidANAND2019-05-04
|
* minimal: Fix crash due to assertion failANAND2019-05-03
|
* Better document behavior of on_punchplayerANAND2019-04-29
| | | | Esp. the fact that it's invoked even if the punched player is dead