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* Clearer explanation of [colorize with alphaSamuel Sieb2016-04-07
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* Fix #3955 (player dying on login).Nathanaël Courant2016-04-06
| | | | | | It was caused by player not moving because fall was prevented, but their velocity still increasing, causing fatal fall damage when world was finally loaded. This commit fixes it by setting player velocity to zero when the world around them is not loaded.
* Fix compiler warnings from "Add an option to colorize to respect the ↵Samuel Sieb2016-04-06
| | | | | | | destination alpha" Fix warnings added by commit 01ae43c48009f816f4649fae2f7f6997452aa6cf Fixes #3952
* Add an option to colorize to respect the destination alphaSamuel Sieb2016-04-03
| | | | Also, rework the colorizing code to be more efficient.
* Dungeongen: Update disabled torch placement codekinokoio2016-04-03
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* Fix nametag hidingest312016-04-02
| | | | | | | | | Commit c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera" has added a regression to still display a shadow if their alpha got set to 0.
* Mainmenu: Move description.txt textbox downRui9142016-03-31
| | | | Additionally, fix misc. code style issues
* Remove expensive copy of ContentFeaturesgregorycu2016-03-30
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* ParticleManager::handleParticleEvent: use switchLoic Blot2016-03-30
| | | | Use a proper switch with breaks.
* mg_schematic: fix leak in lua API, and small cleanupest312016-03-30
| | | | | | | | | | | | | | | * Fix leak like behaviour if you load multiple schematics in a loop. * Cleanup check in for, fixing theoretical out of bounds read if Schematic::deserializeFromMts reduced the number of elements in m_nodenames. A != check may need an overflow of the counter before it hits, if origsize is larger than m_nodenames.size(). * Fix function name passed to errorstream: it was wrong. Also use __FUNCTION__ instead of manually using the method name at other places in the function. * Don't shadow the name member in the loop.
* Mapgen: Don't spread light of nodes outside the desired areakwolekr2016-03-30
| | | | | | | This fixes #3935, a regression from 0338c2e. An 'optimization' was performed where an index for the VoxelManip being operated on was mistakenly used for bounds checking within the incorrect VoxelArea, namely, the area wherein light should be spread.
* Nodes shader: Decrease amplitude of waving leaves and plantsparamat2016-03-30
| | | | | | Fix initialisation of variable 'disp' Fix a few minor code style issues Add independent X motion combining 2 prime frequencies
* Mgv7: Decrease cliff steepnessparamat2016-03-30
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* stop falling.lua errortenplus12016-03-29
| | | | | | | 2016-03-27 15:47:01: ERROR[Main]: ServerError: Lua: Runtime error from mod '*builtin*' in callback luaentity_Step(): Node name is not set or is not a string! 2016-03-27 15:47:01: ERROR[Main]: stack traceback: 2016-03-27 15:47:01: ERROR[Main]: [C]: in function 'add_node' 2016-03-27 15:47:01: ERROR[Main]: /usr/share/minetest/builtin/game/falling.lua:96: in function </usr/share/minetest/builtin/game/falling.lua:43>
* Mapgen: Spread both night and day light banks in spreadLightkwolekr2016-03-29
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* Fix small formatting issue in SRP debug outputsfan52016-03-29
| | | | Writing an u8 to verbosestream writes a char, not it's numeric value.
* Revert "Translated using Weblate (German)"est312016-03-27
| | | | This reverts commit 25da0594eb09bb0e72816aaf8280573a668af00c.
* Add CONTRIBUTING.mdCraig Davison2016-03-25
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* Replace CRLF with LF in shader filesest312016-03-25
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* Falling: Set acceleration on step againRui2016-03-25
| | | | | | | | | | | Commit 65c09a96f41705bb8e75fc5ff4276342be91ed11 "Set acceleration only once in falling node" has made the acceleration being set only once. But this has introduced a regression. Fix #3884.
* Update menu header imageJean-Patrick Guerrero2016-03-25
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* Translated using Weblate (Portuguese)Fernando Reis2016-03-25
| | | | | | Currently translated at 34.5% (299 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Polish)red-0012016-03-25
| | | | | | Currently translated at 33.7% (292 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (French)Jean-Patrick G2016-03-25
| | | | | | Currently translated at 93.0% (805 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-03-25
| | | | | | Currently translated at 70.6% (611 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (French)Jean-Baptiste2016-03-25
| | | | | | Currently translated at 92.4% (800 of 865 strings) This is a merger of 3 commits.
* Translated using Weblate (Chinese (China))akiyama akira2016-03-25
| | | | | | Currently translated at 34.4% (298 of 865 strings) This is a merger of 6 commits.
* Translated using Weblate (French)Thibault Noel2016-03-25
| | | | | | Currently translated at 89.1% (771 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Catalan)Joan Ciprià Moreno Teodoro2016-03-25
| | | | | | Currently translated at 36.6% (317 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Japanese)Rui2016-03-25
| | | | | | Currently translated at 51.2% (443 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Spanish)Lucas Montenegro2016-03-25
| | | | | | Currently translated at 46.1% (399 of 865 strings) This is a merger of 3 commits.
* Translated using Weblate (Romanian)Lordmusic Player2016-03-25
| | | | | | Currently translated at 23.2% (201 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Italian)Elia Zammuto2016-03-25
| | | | Currently translated at 47.9% (415 of 865 strings)
* Translated using Weblate (Indonesian)Muhammad Rifqi Priyo Susanto2016-03-25
| | | | Currently translated at 47.9% (415 of 865 strings)
* Translated using Weblate (Chinese (Taiwan))Jeff Huang2016-03-25
| | | | | | Currently translated at 100.0% (865 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Hungarian)Kisbenedek Márton2016-03-25
| | | | | | Currently translated at 74.9% (648 of 865 strings) This is a merger of 3 commits.
* Translated using Weblate (Czech)Jakub Vaněk2016-03-25
| | | | Currently translated at 54.1% (468 of 865 strings)
* Translated using Weblate (Spanish)ShadowNinja2016-03-25
| | | | Currently translated at 45.3% (392 of 865 strings)
* Translated using Weblate (German)Wuzzy2016-03-25
| | | | | | Currently translated at 100.0% (865 of 865 strings) This is a merger of 3 commits.
* Credits: Make that easy to add/removeRui2016-03-24
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* Make `options` local here.Auke Kok2016-03-24
| | | | | | | | Undoubtably this may cause problems later if unchecked. ``` 2016-03-22 21:57:52: WARNING[Server]: Assignment to undeclared global "options" inside a function at .../sofar/git/minetest/bin/../builtin/game/chatcommands.lua:862. ```
* Fix connected nodes' selection boxes.Auke Kok2016-03-21
| | | | | | | This allows the player to more easily target and punch connected nodeboxes, especially if they have a fixed nodebox that is very small, like technic cabling, or xpanes. Tried it on fences and my xpane conversion, and happy with the result.
* Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhereparamat2016-03-21
| | | | | | A bool for 'in or under tunnel' was missing 1-node-deep stone ledges were being replaced with biome surface material
* Clean up StrfndShadowNinja2016-03-19
| | | | | | | | | | | Changes: * Fix indentation. * Pass strings by const reference. * Merge Strfnd and WStrfnd into one class instead of copying them. * Remove trailing spaces. * Fix variable names. * Move to util. * Other miscellaneous style fixes.
* Tweak travis scriptShadowNinja2016-03-19
| | | | Exit if cd fails and don't insert '\' in string.
* Builtin/game/falling: Re-add comma removed by recent commitparamat2016-03-19
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* Set acceleration only once in falling nodeRui9142016-03-19
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* Mgv7: Limit pseudorandom caves to surface mapchunk or belowparamat2016-03-19
| | | | To avoid bright caves at mapchunk borders when generating mapchunks upwards
* Allow NodeTimer, ABM and block mgmt interval changes.Auke Kok2016-03-19
| | | | | | | | | | | | | | | | | | | | | | ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to run at every 1.0s. Block mgmt is running every 2.0sec. However, these timers can be better tuned for both higher and lower values by server owners. Some server owners want to, and have the resources to send more packets per second to clients, and so they may wish to send smaller updates sooner. Right now all ABM's are coalesced into 1.0 second intervals, resulting in large send queues to all clients. By reducing the amount of possible timers, one can get a far better response rate and lower the perception of lag. On the other side of the camp, some servers may want to increase these values, which again isn't easily doable. The global settings abm_interval and nodetimer_interval are set to current values by default. I've tested with 0.2/0.5 type values and noticed a greatly improved response and better scattering of nodetimers, as well as enjoying not faceplanting into doors with pressure plates anymore.
* lua_api.txt: improve vector documentationest312016-03-19
| | | | | Before it rendered very badly in HTML. Also point out what vector.round does.