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* dig_immediate=2 -> 0.5 seconds digging timePerttu Ahola2012-03-10
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* Set rail to have dig_immediate=2Perttu Ahola2012-03-10
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* Tidy up server log output a bitPerttu Ahola2012-03-10
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* Clean unit test outputPerttu Ahola2012-03-10
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* Add and tidy up some Server log output for declined connectionsPerttu Ahola2012-03-10
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* Remove servermain.cpp, use main.cpp with a couple of #ifdefs insteadPerttu Ahola2012-03-10
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* Fix addon and configuration file pathsPerttu Ahola2012-03-10
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* Initial directory structure reworkPerttu Ahola2012-03-10
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* Ban and Auth managers use infostream rather than dstreamPerttu Ahola2012-03-10
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* Replace dig_immediate=1 with dig_immediate=3 in mods/default/init.luaPerttu Ahola2012-03-10
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* Add a small bunch of notes about groups in mods/default/init.luaPerttu Ahola2012-03-10
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* dig_immediate=3 instead of 1 means 0 secondsPerttu Ahola2012-03-10
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* Update mini documentation in mods/default/init.lua a bitPerttu Ahola2012-03-10
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* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
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* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-10
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* Set proper armor group for experimental:tntPerttu Ahola2012-03-10
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* LuaEntity armor groupsPerttu Ahola2012-03-10
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* ClientActiveObject::debugInfoText()Perttu Ahola2012-03-10
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* Remove header in servermain.cpp to make minetestserver to buildPerttu Ahola2012-03-10
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* Damage groups WIPPerttu Ahola2012-03-10
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* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
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* Small fix in getHitParamsPerttu Ahola2012-03-10
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* Don't draw cracks when digging is impossiblePerttu Ahola2012-03-10
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* itemgroup.h and ItemGroupList typedefPerttu Ahola2012-03-10
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* Tune group digging time stuff a bitPerttu Ahola2012-03-10
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* remove material from minetest.nodedef_defaultPerttu Ahola2012-03-10
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* Digging time groups WIPPerttu Ahola2012-03-10
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* Improve raillike drawtypeJeija2012-03-10
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* Handle select errno EINTR properly (not doing this breaks at least many ↵Perttu Ahola2012-03-08
| | | | profilers)
* Move profiler measurements into inside of mutex locking for more useful resultsPerttu Ahola2012-03-07
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* Add dedicated_server_step settingPerttu Ahola2012-03-07
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* Merge remote-tracking branch 'jn/random-fixes'Perttu Ahola2012-02-28
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| * server: /give: show the actual stackstringJonathan Neuschäfer2012-02-24
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| * creative inventory: update to use default:fence_woodJonathan Neuschäfer2012-02-24
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| * mesh: warn only once about render-to-target not being supportedJonathan Neuschäfer2012-02-24
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| * tile: remove redundant warning about failing render-to-targetJonathan Neuschäfer2012-02-24
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| * tile: don't duplicate std::string::find_last_ofJonathan Neuschäfer2012-02-24
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| * itemdef: handle the !render-to-target caseJonathan Neuschäfer2012-02-24
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* | Add UNIX man pages to aid package creators.Juhani Numminen2012-02-28
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* | Add descriptions to command line argumentsJuhani Numminen2012-02-28
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* | Install icon and .desktop file on Unix systemsJuhani Numminen2012-02-28
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* | Merge pull request #46 from garrosh/masterceleron552012-02-28
|\ \ | | | | | | Add *~ to .gitignore
| * | Added Kate backup file scheme to .gitignore for Kate usersGarrosh2012-01-24
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* | | Add minetest.get_worldpath() for getting location for custom dataPerttu Ahola2012-02-28
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* | | Fix pointed.thing.ref -> pointed_thing.ref in builtin.luaPerttu Ahola2012-02-28
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* | | Add descriptions to minetest.conf.examplePerttu Ahola2012-02-27
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* | Tune brightness stuff and fog colorPerttu Ahola2012-02-06
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* | Set default maximum viewing range to a bit more than default server send ↵Perttu Ahola2012-02-06
| | | | | | | | range to make fog work well
* | Fix calculating if block is in viewing range; fix fog and default minimum ↵Perttu Ahola2012-02-06
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* | Players stay in environment even when dead, damage flash and fall damage fixesKahrl2012-02-05
| | | | | | | | | | | | Don't set m_removed on dead players (dead players are indicated by hp == 0). Local damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)