| Commit message (Collapse) | Author | Age |
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Original PR: #5747.
This reverts commit 39f4a2f607d44738d60db84eba4b30e3d7450204.
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Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.
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If gettext is disabled, it is defined as 0.
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Previously the example ran off the edge of the formspec.
Also include 'lacunarity' in the format instead of treating it as an option.
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Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
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Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
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This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
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Fixes issue #3576
* Clouds now take camera position as 3D, not 2D
* Cloud grid filling extracted to gridFilled method
* Clouds detect whether camera is inside cloud
* Camera in cloud changes fog by overriding sky colors
with cloud color
* Sun, moon and stars can be temporarily disabled
with setBodiesVisible
* Disabling fog also disables all "inside cloud" behaviors
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Allow `core.copy_dir` (main menu API) to copy directories from a
non-Minetest location. The check to disallow copying to non-Minetest
locations is retained.
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Fix #6092
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* Irrlicht cleanup: cleanup various object to use RenderingEngine
* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
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Prevents dungeons generating into ignore nodes in ungenerated mapchunks,
which can occasionally result in a dungeon projecting from the terrain.
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* C++11 cleanup inventorymanager
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Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
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that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
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Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter
'float_mount_height' but was missing the necessary line in the constructor
to get the altered value from 'params'.
Fixes 3D floatland terrain generating everywhere.
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(#6058)
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* MSVC: Fix '/std:c++11' is not a valid compiler option
* MSVC/MINGW: Define 'WIN32_LEAN_AND_MEAN' for the whole project
In some obscure cases 'Windows.h" got includet before that definition, which leaded to compilation warnings+errors
* MSVC: '/arch:SSE' is only available for x86
* MSVC: Fix float conversation
* MSVC/MINGW: use winthreads on Windows
* MSVC: 'USE_CMAKE_CONFIG' might be already definied by CMake build system
* MSVC: Use all available cpu cores for compiling
* Add missing include ctime and use std::time_t
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* Add Device3D class which will contain IrrlichtDevice interface
move getSupportedVideoDrivers to Device3D
Add Device3D singleton & use it in various places
Rename Device3D to Rendering engine & add helper functions to various device pointers
More singleton work
RenderingEngine owns draw_load_screen
move draw functions to RenderingEngine
Reduce IrrlichtDevice exposure and guienvironment
RenderingEngine: Expose get_timer_time() to remove device from guiEngine
Make irrlichtdevice & scene manager less exposed
* Code style fixes
* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine
Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly
* enum paralax => enum parallax
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The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
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This reverts commit 90ed6fc732ca667ca970b7c38d39c809e5c3553e.
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Also fix itemFits and remove constness-nonsense
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The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
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* C++11 cleanup on constructors guiEngine
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Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
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Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan.
This can cause massive vertical columns of water to appear above sea level.
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Now that lava depth in large caves is variable we can use the already
present 'lava_max_height' value to set the lava depth in them.
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* Show param1 and param2 in debug screen
* Add units and some formatting to debug screen
* Minor refactor of param1/param2 debug display
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As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.
Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
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* Cpp11 initializers: last src root changeset
Finish to migrate all src root folder files to C++11 constructor initializers
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* Fix render order of overlays
* Use C++11 loops
* Fix time_t
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