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* Translated using Weblate (Catalan)tonibm192016-12-14
| | | | Currently translated at 46.0% (423 of 918 strings)
* Translated using Weblate (Catalan)Roc Humet2016-12-14
| | | | Currently translated at 43.6% (401 of 918 strings)
* Translated using Weblate (Spanish)Alfonso R. Zepeda R2016-12-14
| | | | Currently translated at 57.8% (531 of 918 strings)
* Translated using Weblate (Japanese)Rui2016-12-14
| | | | | | Currently translated at 49.4% (454 of 918 strings) This is a merger of 2 commits.
* Translated using Weblate (Swahili)Eidy2016-12-14
| | | | | | Currently translated at 99.8% (917 of 918 strings) This is a merger of 3 commits.
* Added translation using Weblate (Swahili)Eidy2016-12-14
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* Translated using Weblate (Portuguese)João Rodrigues2016-12-14
| | | | | | Currently translated at 66.7% (613 of 918 strings) There is no need to specify that a mod is an extra.
* Translated using Weblate (Portuguese (Brazil))José Henrique Luckmann2016-12-14
| | | | Currently translated at 84.2% (773 of 918 strings)
* Translated using Weblate (Danish)Thomas Wagner Nielsen2016-12-14
| | | | Currently translated at 73.0% (671 of 918 strings)
* Translated using Weblate (Danish)Joe Hansen2016-12-14
| | | | | | Currently translated at 73.0% (671 of 918 strings) This is a merger of 3 commits.
* Translated using Weblate (Danish)Thomas Wagner Nielsen2016-12-13
| | | | Currently translated at 29.5% (271 of 918 strings)
* Mgv7: Change default cave width to 0.09sfan52016-12-13
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* Fix segfault on startup error on Androidrubenwardy2016-12-12
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* Fix camera jumping on Android when panning past 0/360 markrubenwardy2016-12-12
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* Mod dependency lists: Should have platform-independent line breakingBernardo Sulzbach2016-12-12
| | | | | | | | | | | | | | 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
* Setting limits: Fix message text in advanced settings tabRogier2016-12-12
| | | | | | | 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.
* View range: Set maximum to 4000 nodesRogier2016-12-12
| | | | The network protocol does not support larger than 255 mapblocks.
* Mapgen: Make mgv7 the default mapgenparamat2016-12-12
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* Fix computation of viewing range (in blocks) sent to server (#4882)Rogier-52016-12-11
| | | | | | | | 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).
* Fix sqlite databases being read-only on 64bit Android by patching sqlite (#4871)rubenwardy2016-12-09
| | | Fixes #4121
* Buildbot: Update LuaJIT versionsfan52016-12-08
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* Simple decorations: Fix range check for deco->deco_param2Auke Kok2016-12-08
| | | | Allow any int value, and properly range check it before casting.
* Android: fix build and update depsest312016-12-07
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* Update credits (#4827)Zeno-2016-12-07
| | | Update credits
* Simple deco: Allow setting param2 value on placementAuke Kok2016-12-07
| | | | | | | | | | | | | 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.
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-07
| | | | | | Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
* Liquids: Update flow on block loadMillersMan2016-12-07
| | | | | When loading a block add liquid-nodes that might flow away or spread to neighbours to the transforming_liquid queue.
* Liquids: Preserve flow state if 'ignore' is a neighbourMillersMan2016-12-07
| | | | | | | 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.
* Map::isValidPosition: Return false instead of throwing exceptionMillersMan2016-12-07
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* Optimize block sent: Fix rendering issueLars Hofhansl2016-12-03
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* Biomes: Increase heat and humidity noise spread to 1000paramat2016-12-03
| | | | | | | 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.
* Don't send a join message in singleplayer mode.red-0012016-12-03
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* Fix incorrect docs about minetest.hud_replace_builtin (#4833)Amaz2016-12-02
| | | Fixes https://github.com/minetest/minetest/issues/4832
* Very small documentation fix. (#4830)Bluebird2016-12-02
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* Lua_api.txt: Clarify use of looping soundsparamat2016-12-01
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* Mgv7 floatlands: Various improvementsparamat2016-12-01
| | | | | | | | | | | | 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.
* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* Allow restricting detached inventories to one playersfan52016-11-28
| | | | | | | 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.
* Limit light_source in the engine (#4814)juhdanad2016-11-28
| | | Since light_source>15 causes crash, it must be limited.
* Fix filepath > RemoveRelativePathComponent unittestsfan52016-11-27
| | | | (was broken by e4ee6548afd01040046ee3780d0fbb121d141251)
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
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* Fix fs::RemoveRelativePathComponents for paths with a leading dot componentShadowNinja2016-11-24
| | | | | | 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.
* Fix secure io.linesShadowNinja2016-11-24
| | | | | It used to drop all of the return values from the insecure version of the function.
* Fix secure io.open without modeShadowNinja2016-11-24
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* Make supplying empty formspec strings close the formspec (#4737)orwell962016-11-23
| | | This will only happen if the formname matches or if formname is "".
* No functional changes. Credit gcuZeno-2016-11-23
| | | 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
* Fix superflous shader setting updates (#4800)ShadowNinja2016-11-23
| | | This improves rendering performance by ~40%
* Tool break: Reduce gain of break soundsparamat2016-11-20
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* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
| | | | | | 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.
* Builtin/../item: Enable tool breaking soundsAuke Kok2016-11-18
| | | | | | | | | | 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.