| Commit message (Collapse) | Author | Age |
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For several years now, the lua script lock has been completely broken.
This commit fixes the main issue (creation of a temporary rather than
scoped object), and fixes a subsequent deadlock issue caused by
nested script API calls by adding support for recursive mutexes.
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When compiled with optimizations, the most recent versions of clang seem
to 'optimize' out a crucial "and %reg, 0x7FFFFFFF" instruction in noise2d(),
probably because it somehow assumed the variable n would never become greater
than that amount.
Indeed, signed integer underflow is undefined behavior in C and C++, so while
this optimization is "correct" in that sense, it breaks lots of existing code.
Solved by changing n to an unsigned type, making behavior well-defined.
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Previously, the server called FATAL_ERROR when a Lua error occured.
This caused a (mostly useless) core dump.
The server now simply throws an exception, which is caught and printed before
exiting with a non-zero return value.
This also fixes a number of instances where errors were logged multiple times.
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This allows the player to toggle continuous forward with a key (F by default),
so we don't have to hold down the forward key endlessly.
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Increase default from 6 to 16 to help with mgv7 and mgfractal
Large-scale or alternative mapgens can result in a lowland spawn point not
being found, causing a spawn at (0, 0, 0) possibly buried underground
The max height is now settable to allow correct player spawn
in any mapgen or when using custom noise parameters
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Use this macro to disallow copying of an object using the assignment
operator or copy constructor. This catches otherwise silent-but-deadly
mistakes such as "ServerMap map = env->getMap();" at compile time.
If so desired, it is still possible to copy a class, but it now requires
an explicit call to memcpy or std::copy.
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-> Put access to time variables under the time lock.
-> Merge both time locks, there is no point to have two locks.
-> Fix the lock being released too early in Environment::setTimeOfDay
-> Add serverside getter so that you don't have to get
the environment if you only have the server
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Also fix a potential seed truncation issue on platforms where the
range of ptrdiff_t (the underlying type of lua_Integer) is too small.
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abort() doesn't benefit from the high level abstractions from FATAL_ERROR.
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incorrect thread
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Remove outdated loglevel list from a l_util.cpp comment,
and rather point to the updated code.
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Fixes #3280
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- Disabled by default (except players)
- Fixes #2984
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Previously, the invocation of Logger::addOutput(ILogOutput *out) led to
an out of bounds write of the m_outputs vector, resulting in the
m_silenced_levels array being modified.
Fortunately, the only caller of that method was android system logging,
and only since a few commits ago.
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Complete set of parameters for each of mandelbrot and julia sets
The julia set structure often needs different iterations and scale
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Fixes #3291
Thanks to @arpruss for reporting the bug, and suggesting the fix.
Also, remove trailing whitespaces.
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Previously, xgettext failed to resolve the dynamic call.
Thanks to @JakubVanek for pointing this out.
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-> Get rid of Logger::logToSystem and use normal downstream output system for android instead
-> Give the downstream output system more information: enrich the log function of ILogOutput
with information and add ICombinedLogOutput for easier use.
-> Make Logger::getLevelLabel() static and public so that it can be used by downstream log output.
-> Add g_ and m_ prefixes where required
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* Add key settings to setting table and ignore them later
This way they are added to the auto-generated minetest.conf.example
* Add flags type
* Add input validation for int, float and flags
* Break in-game graphic settings into multiple sections
* Parse settingtpes.txt in mods and games
* Improve description for a lot of settings
* Fix typos and wording in settingtypes.txt
* Convert language setting to an enum
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Thanks to SmallJoker for pointing this out.
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fixes https://github.com/minetest/minetest_game/issues/537
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Index more columns in the action table of the rollback DB to improve the performance of /rollback_check
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Flushes the buffer of rollback actions that wait to get saved in two more situations:
1. Flushes in the destructor of the rollback. This makes the server not
forget the last < 500 rollback entries when it shuts down.
2. Flushes the rollback when /rollback_check is invoked. This is neccessary
as otherwise it leads to confusion if users want to test the rollback functionality
by placing a node and then executing the check on it, or if the actions were
very recent out of other reasons.
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- Fix thread name reset on start()
- Fully reset thread state on kill()
- Add unittests to check for correct object states under various circumstances
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Add findLiquidSurface() function to mapgen.cpp
Update lua_api.txt
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The callback can now be invoked with either the player object or name as
the first parameter, and with either a table or a list of strings, like
this:
minetest.check_player_privs(player_name, { shout = true, fly = true })
minetest.check_player_privs(player_name, "shout", "fly")
minetest.check_player_privs(player, { shout = true, fly = true })
minetest.check_player_privs(player, "shout", "fly")
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Currently translated at 72.6% (202 of 278 strings)
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Currently translated at 100.0% (278 of 278 strings)
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Currently translated at 100.0% (278 of 278 strings)
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Fixes #3262.
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Default is true for backwards compatibility
Update lua_api.txt
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