| Commit message (Collapse) | Author | Age |
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Fix initialisation of variable 'disp'
Fix a few minor code style issues
Add independent X motion combining 2 prime frequencies
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2016-03-27 15:47:01: ERROR[Main]: ServerError: Lua: Runtime error from mod '*builtin*' in callback luaentity_Step(): Node name is not set or is not a string!
2016-03-27 15:47:01: ERROR[Main]: stack traceback:
2016-03-27 15:47:01: ERROR[Main]: [C]: in function 'add_node'
2016-03-27 15:47:01: ERROR[Main]: /usr/share/minetest/builtin/game/falling.lua:96: in function </usr/share/minetest/builtin/game/falling.lua:43>
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Writing an u8 to verbosestream writes a char, not it's numeric value.
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This reverts commit 25da0594eb09bb0e72816aaf8280573a668af00c.
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Commit
65c09a96f41705bb8e75fc5ff4276342be91ed11 "Set acceleration only once in falling node"
has made the acceleration being set only once.
But this has introduced a regression.
Fix #3884.
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Currently translated at 34.5% (299 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 33.7% (292 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 93.0% (805 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 70.6% (611 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 92.4% (800 of 865 strings)
This is a merger of 3 commits.
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Currently translated at 34.4% (298 of 865 strings)
This is a merger of 6 commits.
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Currently translated at 89.1% (771 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 36.6% (317 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 51.2% (443 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 46.1% (399 of 865 strings)
This is a merger of 3 commits.
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Currently translated at 23.2% (201 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 47.9% (415 of 865 strings)
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Currently translated at 47.9% (415 of 865 strings)
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Currently translated at 100.0% (865 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 74.9% (648 of 865 strings)
This is a merger of 3 commits.
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Currently translated at 54.1% (468 of 865 strings)
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Currently translated at 45.3% (392 of 865 strings)
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Currently translated at 100.0% (865 of 865 strings)
This is a merger of 3 commits.
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Undoubtably this may cause problems later if unchecked.
```
2016-03-22 21:57:52: WARNING[Server]: Assignment to undeclared global "options" inside a function at .../sofar/git/minetest/bin/../builtin/game/chatcommands.lua:862.
```
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This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.
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A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
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Changes:
* Fix indentation.
* Pass strings by const reference.
* Merge Strfnd and WStrfnd into one class instead of copying them.
* Remove trailing spaces.
* Fix variable names.
* Move to util.
* Other miscellaneous style fixes.
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Exit if cd fails and don't insert '\' in string.
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To avoid bright caves at mapchunk borders when generating mapchunks upwards
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ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to
run at every 1.0s. Block mgmt is running every 2.0sec.
However, these timers can be better tuned for both higher and lower
values by server owners. Some server owners want to, and have the
resources to send more packets per second to clients, and so they
may wish to send smaller updates sooner. Right now all ABM's are
coalesced into 1.0 second intervals, resulting in large send queues
to all clients. By reducing the amount of possible timers, one can
get a far better response rate and lower the perception of lag.
On the other side of the camp, some servers may want to increase
these values, which again isn't easily doable.
The global settings abm_interval and nodetimer_interval are set to
current values by default. I've tested with 0.2/0.5 type values
and noticed a greatly improved response and better scattering of
nodetimers, as well as enjoying not faceplanting into doors with
pressure plates anymore.
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Before it rendered very badly in HTML.
Also point out what vector.round does.
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Before, customisation of DOCDIR did not lead to
changes of the EXAMPLE_CONF_DIR default value.
This was inconsistent with expected behaviour
if you didn't know of the existence of the
EXAMPLE_CONF_DIR variable. The confusion is
very strong, as (for not in place builds) both
DOCDIR and EXAMPLE_CONF_DIR share the same
default value, it is unexpected that setting
CUSTOM_DOCDIR changes the location of all
documentation files but one.
The best meaning of EXAMPLE_CONF_DIR is to
further allow customization of the mt.conf.example
storage place, but otherwise keep defaulting to
whatever DOCDIR is set to, at least for not in
place builds. This patch implements that
behaviour.
Fixes #3863.
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The legacy init packet (pre v25) sends information about the client's
password that a server could use to log in to other servers if the
username and password are the same. All the other benefits of SRP of
protocol v25 are missed if the legacy init packet is still sent during
connection creation.
This patch adds an option to not send the v25 init packet. Not sending
the v25 packet means breaking compat with pre v25 servers, but as the
option is not enabled by default, no servers are affected unless the
user explicitly flips the switch. More than 90% of the servers on the
serverlist support post v25 protocols.
The patch also fixes a bug with greying out of non compliant servers
being done wrongly, the min and max params were mixed.
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Fix two bugs related to the reconnect feature
introduced by commit
3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"
1. Set the password to the stored one
Before, we have done the reconnect attempt with a
cleared password, so using the feature would only
work if you had an empty password.
Thanks to @orwell96 for reporting the bug.
2. Reset the reconnect_requested flag after its use
the_game only writes to the reconect_requested flag
if it sets it to true. It never sets it to false.
If the flag is not reset after its use, all "reset"s
to the main menu will look like the server had
requested a reconnect.
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* No function overloading
* Adhere coding style and with method names following
lowercase_underscore_style
* Use std::string in external API, handling these is
much more fun
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Don't excavate the overgenerated stone at node_max.Y + 1,
this creates a 'roof' over the tunnel, preventing light in
tunnels at mapchunk borders when generating mapchunks upwards.
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Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
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1. Copy-paste error: properly test for back-connection.
In the case of two different connected nodebox types, we want to
assure that if A connects to B, that B also connects to A. This test
was accidentally not implemented correctly.
2. Clear the connects_to_ids before deserializing.
With each new connected node, the deserialization code added more
and more targets to the map, since the map wasn't cleared in between
deserialization steps. This caused e.g. wall blocks to connect to
things in the fence connects_to map.
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NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.
We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.
If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
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