| Commit message (Collapse) | Author | Age |
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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.
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destination alpha"
Fix warnings added by commit 01ae43c48009f816f4649fae2f7f6997452aa6cf
Fixes #3952
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Also, rework the colorizing code to be more efficient.
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Commit
c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera"
has added a regression to still display
a shadow if their alpha got set to 0.
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Additionally, fix misc. code style issues
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Use a proper switch with breaks.
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* 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.
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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.
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Fix initialisation of variable 'disp'
Fix a few minor code style issues
Add independent X motion combining 2 prime frequencies
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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>
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Writing an u8 to verbosestream writes a char, not it's numeric value.
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This reverts commit 25da0594eb09bb0e72816aaf8280573a668af00c.
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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.
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Currently translated at 34.5% (299 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 33.7% (292 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 93.0% (805 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 70.6% (611 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 92.4% (800 of 865 strings)
This is a merger of 3 commits.
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Currently translated at 34.4% (298 of 865 strings)
This is a merger of 6 commits.
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Currently translated at 89.1% (771 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 36.6% (317 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 51.2% (443 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 46.1% (399 of 865 strings)
This is a merger of 3 commits.
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Currently translated at 23.2% (201 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 47.9% (415 of 865 strings)
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Currently translated at 47.9% (415 of 865 strings)
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Currently translated at 100.0% (865 of 865 strings)
This is a merger of 2 commits.
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Currently translated at 74.9% (648 of 865 strings)
This is a merger of 3 commits.
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Currently translated at 54.1% (468 of 865 strings)
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Currently translated at 45.3% (392 of 865 strings)
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Currently translated at 100.0% (865 of 865 strings)
This is a merger of 3 commits.
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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.
```
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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.
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A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
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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.
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Exit if cd fails and don't insert '\' in string.
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To avoid bright caves at mapchunk borders when generating mapchunks upwards
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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.
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Before it rendered very badly in HTML.
Also point out what vector.round does.
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