| Commit message (Collapse) | Author | Age |
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Use already existing collision results for the nearest colliding node
Fix slippery effect in free_move mode
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For 'place schematic' and 'place schematic on vmanip' APIs.
Fix 'place center' code to properly centre schematics.
Fix some comments.
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* is_area_protected: Rename from intersects_protection
Return first protected position
Clarify docs: Mods may overwrite the function
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generating Visual Studio projects.
The TREE argument of source_group appears in CMake 3.8 therefore check for version.
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targets separately from common_SRCS
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Center text, text area doubled now
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Preserve the upper limit used in mgvalleys.
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Move confirmation delete button to never overlap initial delete button,
to avoid world deletion by accidental double click.
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(#7055)
Delay was converted from the param string and not the delay value, thus never using the actual given delay value when used in combination with other string values in the param, in this case reconnect and the shutdown messsage.
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* add refresh button
* Make search and refresh buttons smaller
* Change to image button
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user by the server. (#6878)
This doesn't check the fields in anyway whatsoever so it should only be seen as a way to mitigate exploits, a last line of defense to make it harder to exploit bugs in mods, not as a reason to not do all the usually checks.
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minetest.override_item still passes to core
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Called when a client fails to supply the correct password for the account it's attempting to login as.
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Previously only 'mapgen water source' and 'mapgen river water source'
were checked for. Games can use multiple liquid nodes defined for biomes,
many of which will not be aliased to those 2 mapgen aliases, causing
floating dungeons to generate in some liquids.
Now we check for liquid drawtype instead, so can remove liquid nodes
from dungeonparams.
Also check for 'airlike' drawtype instead of 'CONTENT_AIR' to avoid
generation in 'airlike' nodes in some rare situations. This will also be
needed for when we add definable biome air nodes.
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Prevents falling node entities entering the ignore at a world edge and
resting on unloaded nodes 16 nodes below, unreachable, undiggable and
still being processed by 'on step' because they don't revert to nodes.
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Cleanup:
* Drop unused Map::transforming_liquid_size()
* NodeNeighbor must use const ref for v3s16
* Add a missing default in a switch case
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* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
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* Add minetest.is_player
* First use for is_player
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Replace minetest.* with core.* in 1 file
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* Make hud_get return aligment and offset.
* Return size aswell.
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Also remove the unit test that tests the removed algorithms.
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* Account for walking speed in vertical dir
* Avoid undefined behaviour due to division-by-zero
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Adds the Android video drivers ogles1 and ogles2 to the video_drivers drop-down menu
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* Add minetest.bulk_set_node call + experimental mod unittest
* Optimize set_node function to prevent triple lookup on contentfeatures
Do only one lookup for old, and try to merge old and new lookup if node is same than previous node
* Add benchmark function + optimize vector population to have real results
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* Make chat command help slightly more accurate
* Slightly more accurate privilege help
* Simplify command/priv help
* More command/priv help tweaks
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