| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
For consistency, and for much improved access on Github.
On Github:
.md disables being able to link to a line, needed daily when
quickly referring people to particular lines.
Search returns results in .md files, but you cannot then click
the line number to go to that line in the document, making searching
difficult.
Line numbers are not displayed for .md documents.
|
| |
|
| |
|
|
|
|
| |
All data fits on width 960, most useful data still visible on width 800.
|
| |
|
|
|
|
|
|
| |
Create a closer match to the light curve of 0.4.16 stable.
Results in darker shadows while maintaining the 'brightness' and light
spread.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
"diffferent" to "different"
"occuring" to "occurring"
"determin" to "determine"
"ommited" to "omitted"
"authetification" to "authentication"
"conponent" to "component"
"ommitted" to "omitted"
"celcius" to "Celsius"
"succesful" to "successful"
Misspellings found using GNU Spell version 1.0
|
| |
|
|
|
|
|
| |
Change default mode to 'quick' as 'full' can lock up a server for a
long time.
|
| |
|
|
|
|
|
| |
Add a 'stratum thickness' integer parameter, as an alternative
to providing a 2nd noise parameter for thickness variation.
|
| |
|
| |
|
|
|
|
|
|
|
| |
Allowing scrolling with the mousewheel when the vertical scrollbar is
hidden, unnecessarily exposes oversized containers and newlines at the
end of the text. For example try scrolling over the textareas in the
pause menu. This PR addresses the issue by requiring the scrollbar to be
visible before allowing the scrolling with the mousewheel.
|
|
|
|
| |
* Update light storage format
|
| |
|
|
|
|
|
|
| |
No longer decide placement on 'buildable_to' parameter.
Dust nodes only look acceptable placed on cubic nodes.
Modders may not want to make their plantlike decorations 'buildable_to'.
|
|
|
|
| |
Updated and rebased version of a PR by red-001
|
|
|
|
|
| |
This allows the client to retrieve blocks at a greater distance
from the server, thus allowing for a real zoom.
|
| |
|
| |
|
|
|
|
| |
Nearby codestyle cleanup.
|
|
|
|
|
|
|
|
| |
Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
|
| |
|
| |
|
| |
|
|
|
|
| |
* Move files around
|
| |
|
| |
|
|
|
|
| |
We try to use default fallback for both mono and main font when custom font path is not exist. This way, if Minetest is not corrupted, we could avoid crash.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
This avoids scaling textures to 'texture_min_size' unless it is actually
required (because either auto-scaling or bi/trilinear filtering is enabled)
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Clean draw_*() arguments
* Split rendering core
* Add anaglyph 3D
* Interlaced 3D
* Drop obsolete methods
|
| |
|
|
|
|
| |
* Iitial Haiku support
|
|
|
|
| |
Causes get_day_night_ratio() to return unpredictable results.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Add "all_floors" and "all_ceilings" flags for simple and schematic
decorations. Decorations are placed on all floor and/or ceiling surfaces.
Decorations are placed before dungeon generation so placement in dungeons
is not possible.
Add 'getSurfaces()' function to mapgen.cpp that returns 2 arrays of y
coordinates for all floor and ceiling surfaces in a specified node column.
Move 'getHeight()' checks into DecoSimple and DecoSchematic. Delete
'getHeight()' functions.
|
|
|
|
|
| |
This makes it possible to modify the tool capabilities of individual
itemstacks by calling a method on itemstack metadata references.
|
| |
|
|
|
|
|
|
|
|
|
| |
* Fix default item callbacks to work with nil users
* item.lua: Handle node drops for invalid players
The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used.
Remove redundant `local _, dropped_item`
|
| |
|
|
|
|
|
|
| |
This causes blocks in front of the player to be rendered sooner and
blocks in the periphal view (that would soon be out of view) a bit later.
Overall this leads to smoother rendering as the player is moving around.
|