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* builtin/../register.lua: Abort make_wrap_deregistration if param is invalidANAND2019-05-04
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* minimal: Fix crash due to assertion failANAND2019-05-03
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* Better document behavior of on_punchplayerANAND2019-04-29
| | | | Esp. the fact that it's invoked even if the punched player is dead
* PlayerSAO::setHP - Don't call on_hpchange callbacks if HP hasn't changedANAND2019-04-29
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* Remove unnecessary CSM warning (#8485)Paramat2019-04-28
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* Force send a mapblock to a player (#8140)sofar2019-04-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Force send a mapblock to a player. Send a single mapblock to a specific remote player. This is badly needed for mods and games where players are teleported into terrain which may be not generated, loaded, or modified significantly since the last player visit. In all these cases, the player currently ends up in void, air, or inside blocks which not only looks bad, but has the effect that the player might end up falling and then the server needs to correct for the player position again later, which is a hack. The best solution is to send at least the single mapblock that the player will be teleported to. I've tested this with ITB which does this all the time, and I can see it functioning as expected (it even shows a half loaded entry hallway, as the further blocks aren't loaded yet). The parameter is a blockpos (table of x, y, z), not a regular pos. The function may return false if the call failed. This is most likely due to the target position not being generated or emerged yet, or another internal failure, such as the player not being initialized. * Always send mapblock on teleport or respawn. This avoids the need for mods to send a mapblock on teleport or respawn, since any call to `player:set_pos()` will pass this code.
* Improve readability of debug menu by using '|' (#8488)ANAND2019-04-27
| | | | | | | | * Improve readability of debug menu by using '|' * Restore whitespace to separate yaw and cardinal direction Co-Authored-By: ClobberXD <ClobberXD@gmail.com>
* Range-limit value passed to PlayerSAO::set{HP|Breath} (#8264)ANAND2019-04-27
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* Use player as starting point instead of camera when pointing node (#8261)Muhammad Rifqi Priyo Susanto2019-04-27
| | | | Same pointing area on both camera modes. This fix is inapplicable for non-crosshair input.
* Correct the checkbox selection box position (#8246)SmallJoker2019-04-27
| | | Remove m_btn_height dependency, replace with the text and checkbox size.
* CMakeLists.txt: Remove references to Minecraft and Infiniminer (#8487)ANAND2019-04-26
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* Android: Clear chat open flag on cancel or completion (#8478)stujones112019-04-19
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* Attend to review, re-arrange blank lines, update lua_api.txtparamat2019-04-14
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* Fix regression in automatic_face_movement_max_rotation_per_secPedro Gimeno2019-04-14
| | | | | | Values <= 0 should make the yaw change instant. This worked in 0.4.16 but was broken in 089f59458286. Per bug report by oil_boi_minetest on IRC.
* Various network performance improvements (#8125)Jozef Behran2019-04-14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Optimize packet construction functions Some of the functions that construct packets in connection.cpp are using a const reference to get the raw packet data to package and others use a value passed parameter to do that. The ones that use the value passed parameter suffer from performance hit as the rather bulky packet data gets a temporary copy when the parameter is passed before it lands at its final destination inside the newly constructed packet. The unnecessary temporary copy hurts quite badly as the underlying class (SharedBuffer) actually allocates the space for the data in the heap. Fix the performance hit by converting all of these value passed parameters to const references. I believe that this is what the author of the relevant code actually intended to do as there is a couple of packet construction helper functions that already use a const reference to get the raw data. * Optimize packet sender thread class Most of the data sending methods of the packet sender thread class use a value passed parameter for the packet data to be sent. This causes the rather bulky data to be allocated on the heap and copied, slowing the packet sending down. Convert these parameters to const references to avoid the performance hit. * Optimize packet receiver thread class The packet receiver and processor thread class has many methods (mostly packet handlers) that receive the packed data by value. This causes a performance hit that is actually worse than the one caused by the packet sender methods because the packet is first handed to the processPacket method which looks at the packet type stored in the header and then delegates the actual handling to one of the handlers. Both, processPacket and all the handlers get the packet data by value, leading to at least two unnecessary copies of the data (with malloc and all the slow bells and whistles of bulky classes). As there already is a few methods that use a const reference parameter for the packet data, convert all this value passed packets to const references.
* World start time: Move to first full light (day night ratio = 1000) (#8410)Paramat2019-04-13
| | | | | | | | 6125 is the time of first full light according to 'get_node_light()', and the time of first full light visually when basic shaders are on. This is the optimum default new world start time, taking all possible games into account. The previous time assumed a game similar to Minetest Game. Games should set this setting themselves according to their needs.
* Add Irrlicht-specific smart pointer (#6814)Vitaliy2019-04-12
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* Add Mkdocs API site (#8133)Paul Ouellette2019-04-12
| | | | * Add MkDocs API site
* Add node field to PlayerHPChangeReason table (#8368)Paul Ouellette2019-04-11
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* Nodedef 'drop' documentation: Improve, add tool filtering (#8458)Paramat2019-04-09
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* util/hex.h: Remove whitespace-only line (#8460)ANAND2019-04-08
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* daynightratio.h: Improve codestyle, minor optimisations (#8453)Paramat2019-04-08
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* Android settings: Use 'simple' leaves instead of 'fancy' (#8440)Paramat2019-04-07
| | | | 'Fancy' leaves are intensive to render. Also remove the unnecessary duplicated setting of 'chunksize'.
* Optimize random turns in dungeongen (#8129)Jozef Behran2019-04-07
| | | | | | It turns out there is no need to return the new value and preserve the old one in random_turn, the procedure can be made to modify the value in-place. This saves quite a bunch of parameter and return value copying.
* Find PostgreSQL correctly (#8435)adrido2019-04-07
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* util/hex.h: Reserve result space in hex_encode()starling132019-04-07
| | | Reserve enough space for the result of hex_encode() to eliminate reallocations
* Add deprecation warnings for ObjectRef:get/set_attribute (#8443)ANAND2019-04-07
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* Stabilise 'day night ratio' to fix object brightness flicker (#8417)Paramat2019-04-04
| | | | | | | | | | | | | | Previously, when basic shaders were enabled, the function time_to_daynight_ratio() returned values jumping between 149 and 150 between times 4375 and 4625, and values jumping between 999 and 1000 between times 6125 and 6375, (and the corresponding times at sunset) due to tiny float errors in the interpolation code. This caused the light level returned by blend_light() to jump between 14 and 15, which became noticeable recently as those light levels were given different visual brightnesses. Add early returns to avoid the problematic interpolation, and to avoid unnecessary running of the loop.
* Change sign of pitch angle in debug menu (#8438)ANAND2019-04-04
| | | | Co-Authored-By: ClobberXD <ClobberXD@gmail.com>
* Change pitch fly binding to 'P', add to change keys menu (#8314)rubenwardy2019-04-03
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* Fix commentsLoic Blot2019-03-31
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* Create ServerThread earlier in the startup processLoïc Blot2019-03-31
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* mapgen: drop mapgen id from child mapgens.Loïc Blot2019-03-31
| | | | | | This id must be owned by the child mapgen and never be set to a misc value by a developer Also use nullptr in some places
* EmergeManager::initMapgens use FATAL_ERROR if and drop boolean returnLoïc Blot2019-03-31
| | | | We never handle the boolean return, also init twice is a coding error, not a runtime error
* Use unordered_map instead of map for craft definitions (#8432)HybridDog2019-03-31
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* Optimize core.after in a simple way (#8351)DS2019-03-27
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* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
| | | | | | | | Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
* Dungeons: Do not remove nodes that have 'is_ground_content = false' (#8423)Paramat2019-03-26
| | | | | | | Like randomwalk caves, preserve nodes that have 'is_ground_content = false', to avoid dungeons that generate out beyond the edge of a mapchunk destroying nodes added by mods in 'register_on_generated()'. Issue discovered by, and original PR by, argyle77.
* Prevent multi-line chat messages server-side (#8420)rubenwardy2019-03-26
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* Document 'highly unstable' mapgens instead of 'stable' mapgens (#8404)Paramat2019-03-20
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* Fix texture rotation for wallmounted nodeboxessfan52019-03-19
| | | | fixes #8358
* httpfetch: Disable IPv6 here too if requested by settings (#8399)sfan52019-03-18
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* num_emerge_threads: Initialise value to cope with setting syntax error (#8396)Paramat2019-03-18
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* num_emerge_threads: Fix documentation of automatic selectionparamat2019-03-17
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* Add newline before itemstring in item tooltip (#8213)Wuzzy2019-03-17
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* core.after: Improve assertion message (#8388)ANAND2019-03-17
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* Builtin: Add vector.angle(). Returns the angle between 2 vectors (#7738)ANAND2019-03-17
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* Lua_api.txt: Document blockpos, coordinate conversion, map terminology (#8376)Paramat2019-03-16
| | | Also fix and improve LVM 'calc_lighting()' warning.
* num_emerge_threads: Warn of crashes when > 1 (#8357)Paramat2019-03-14
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* LINT fixes since recent tooling updateLoïc Blot2019-03-14
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