| Commit message (Collapse) | Author | Age |
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Currently translated at 99.8% (917 of 918 strings)
This is a merger of 3 commits.
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Currently translated at 66.7% (613 of 918 strings)
There is no need to specify that a mod is an extra.
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Currently translated at 84.2% (773 of 918 strings)
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Currently translated at 73.0% (671 of 918 strings)
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Currently translated at 73.0% (671 of 918 strings)
This is a merger of 3 commits.
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Currently translated at 29.5% (271 of 918 strings)
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This fixes a bug existing in modmgr.lua as reported by @Wuzzy2 which
caused the mod dependency list to glitch if input was using a line
terminator different than the OS default.
The C++ code does not need any changes as it already trims CR
occurrences on platforms on which the line termination sequence is LF.
Taken into account the size of the depends.txt files used, this should
not introduce a noticeable performance regression.
Fixes #4720
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It would complain that the value should be higher than the lower
bound, when it should be higher than or equal to the lower bound.
Similar issue for the upper bound.
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The network protocol does not support larger than 255 mapblocks.
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Fixes #4878
Also remove an artificial viewing range reduction that
(presumably) was added to compensate for miscomputed
viewing ranges, and that doesn't seem to be needed any
more (thanks to lhofhansl).
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Fixes #4121
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Allow any int value, and properly range check it before casting.
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Update credits
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Schematics can already be placed with a param2 value, but not
simple 1-node plant decorations of the simple type.
This adds a `param2` field to the simple deco type that is
checked to be between 0 and 255, and put to the placed node
at mapgen.
This can be used to put a degrotate value in, or e.g. a fill
value for leveltype nodes, or a place_param2 value at mapgen
placement, or vary the shape of meshoptions plantlike drawtype.
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Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
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When loading a block add liquid-nodes that might flow away or spread to
neighbours to the transforming_liquid queue.
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Prevent waterfalls from falling down or streams from flowing away when the
source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will
be interpreted as if the ignored node is a liquid node that just supports
the current state of the nodes in question.
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To avoid smaller biomes when extra biomes are added to MTGame.
The addition of bushes in MTGame grasslands makes wood resources easier
to find and less distant, so slightly larger biomes are now acceptable,
but also desirable to encourage travel and create more sense of adventure.
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Fixes https://github.com/minetest/minetest/issues/4832
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Floatland base terrain underside was too thin, causing excessive water
leakage through tunnels under lakes, now make it thicker.
Floatland mountain terrain had a rim 1 node thick which made it bare
stone, now make it 2 nodes thick to merge with the floatland base
terrain rim and to have a layer of biome material.
Make mountain terrain more exponentially shaped by altering the
exponent.
Remove unnecessary and potentially ugly MYMAX() applied to
n_base_height.
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settings. (#4811)
Optimize/adjust blocks and active blocks sent at the server based on client settings.
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This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
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Since light_source>15 causes crash, it must be limited.
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(was broken by e4ee6548afd01040046ee3780d0fbb121d141251)
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Previously, paths like ./worlds would be resolved to /worlds since the
leading dot was considered just as irrelevant as a dot in the middle of
the path.
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It used to drop all of the return values from the
insecure version of the function.
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This will only happen if the formname matches or if formname is "".
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This merge doesn't make any functional changes. It's a trivial style fix so that @gregorycu can be dual credited along with shadowninja for PR #4800
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This improves rendering performance by ~40%
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Position, velocity and acceleration vectors of particles are rotated
by the yaw of the parent object so that they are truly relative to it.
Clarify new attached particle spawner behavior in lua_api.txt.
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If a tool wears out and is destroyed, it's itemstack count
goes to 0, and we can optionally play a breaking sound.
This patch implements playing a breaking sound when this
occurs. Sounds need to be added to the tool itemdef
registration as the sound name string in the .sound.breaks
member.
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Fixes #4778 which was about the error:
ServerError: Lua: Runtime error from mod '' in callback item_OnPlace():
/usr/local/share/minetest/builtin/game/item.lua:278: attempt to call global 'check_attached_node' (a nil value)
The issue was a regression of commit 649448a2a91fbf3e944b2f2e739f4e2292af1df0
"Rename nodeupdate and nodeupdate_single and make them part of the official API"
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Custom (non-engine) field names of items and entities are allowed.
This is now documented in lua_api.txt. Field names beginning with
an underscore are now reserved for mod use, the engine must not
introduce any fields beginning with an underscore.
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