| Commit message (Collapse) | Author | Age |
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Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
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* Resource leak: CHECK_FILE_ERR returns, without freeing chunk_name.
Found with static analysis.
* Resource leak: leaks `page` on error path.
Found with static analysis.
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* Fix progressbar for Android
Fixes #5599
Fixed #5403
* draw_load_screen: use texturesource
this permits to unify texture loading code
* scale progress bar
* Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen
* Remove two sanity checks pointed by @celeron55
* sfan5 comments + android ratio fixes
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1) Now leveldb is brick (thanks google)
2) By default, use SQLite3, this work perfectly and NOBODY not use LevelDB on Android :)
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* Damage cheat fix: server side
* Lava/Node damages overtime server side
* lava hurt interval is only for old protocol
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This is a u8 not a u16
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* [CSM] Add function to set minimap shape
Also deprecates `toggle_shape`.
* Oh fish, I messed that one up!
* Fix Style
* Sorry, I missed something
I still had the `luamethod` call in there!
* Add getters
* Remove extra line
* Remove useless variable
Please review again @nerzhul . Thanks!
* Satisfy nerzhul
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Related to commit 41c5483. Replace a final occurrence of luaL_reg in
src/script/lua_api/l_localplayer.cpp
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Re-creates the old sneak-jump behaviour in new code.
Enabled by the 'sneak glitch' physics override.
When a ledge is detected the jump speed modifier is set to the larger
of 'physics override jump' and 1.3 to allow a 2-node climb-up.
An unexpected side-effect is the simple sneak ladder working smoothly.
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Adds uniform undersampling for the 3D rendered scene. GUI elements
are not undersampled, resulting in better playability for users
with low-performance platforms with readable fonts and formspecs.
The undersampling setting can be set to 0 (disabled), 2, 3, 4 pixels
which translates into a resolution reduction of x4, x9 or x16, and
is significant.
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Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
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Previously it was erroneously documented that it would save them as null.
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* Prepare for Linux daily build packages (using Gitlab.com CI)
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(#5541)
We are bundling Lua5.1 which has same macro
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* Add event on_connect player API lua
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Also make Lua library check a cmake module
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Also remove them from whitelist
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There was no bug here (as I checked for negativeness),
however it's good to get rid of warnings.
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Now documented (sorted a-z):
enable_console
enable_particles
creative_mode
hud_scaling
inventory_image_hack
keymap_console
keymap_zoom
shader_path
view_bobbing
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Cause: 351cc2e79a7d78f7ec97ff9b33e4f0bad4042b19
A rebase issue missed a rename from playerSAO to playersao.
Tested.
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- If the hand can dig a node the item wielded can't, allow to dig it anyway.
- Fix the API callbacks from setting the hand instead of the wielded item.
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* Add joystick type detection (with joystick_type setting to override it)
* Fix multiple joysticks from interfering with each other by only reading from one (add joystick_id setting)
* Add support for Xbox controllers
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Fix multiple death messages (#3565) and damage server logs after death.
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Bonus: make CI happy with the last rules fix
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