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* Core.rotate_and_place: Remove unused call to get_look_pitch()Auke Kok2016-10-31
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* Optionally disable optimization that causes underwater and cave rendering ↵lhofhansl2016-10-30
| | | | glitches. (#4686)
* Fix overloading problems mentioned by clangLoic Blot2016-10-30
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* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
| | | | | | | | | | | | | | | | | * Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
* Rename testsounds/ directory to sounds/ (#1984)Hugo Locurcio2016-10-30
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* Add missing keyname_to_keycode function (needed on Android)sfan52016-10-28
| | | | When rewriting keycode.cpp I overlooked this function, fixes #4683 completely
* Add missing remoteplayer.cpp to Android buildNer'zhul2016-10-28
| | | this should fix #4683
* Add unittests to test player saving/loading (#4679)Ner'zhul2016-10-27
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* CleanupDániel Juhász2016-10-27
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* Use node lighting for liquid spreadingDániel Juhász2016-10-27
| | | | This commit modifies the liquid transforming procedure to light and unlight nodes instead of whole map blocks.
* Improved lightingDániel Juhász2016-10-27
| | | | | | | | | | | | | | This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light was
* Document item use callbacks (#4668)raymoo2016-10-27
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* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-26
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* Adding LuaError on attempt to assign vectors with values out of rangeFoghrye42016-10-25
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* ParticleSpawner: fix offset being added twiceGael-de-Sailly2016-10-25
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* Windows: dont link to libraries that are already linked by cmakeadrido2016-10-25
| | | | This solves the problem whith building where build fails if the libaries have different names.
* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-25
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* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-24
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* Lua_api.txt: Clarify 'override_meta' bool in 'set mapgen setting'paramat2016-10-21
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* Damage flash: Reduce maximum alpha. Avoid fade overloadparamat2016-10-21
| | | | | | | | | | | Flash alpha maximum is reduced from 180 to 127 to avoid player blindness in combat. Flash alpha minimum is unchanged. The 'damage_flash' value is now limited to max alpha, to avoid multiple hits creating a huge value that causes flash to stay at maximum alpha for a long period. Now alpha always starts to fade immediately after taking damage. Both problems can be seen in Minetest let's play videos. Simplify and optimise some code.
* Changes to static object storage limit and error messageparamat2016-10-20
| | | | | | | Move static object storage force-delete message from errorstream to warningstream. Increase 'max objects per block' setting to 64. Add missing spaces in warning code.
* Chat commands: Trim whitespaces from input of `/privs` commandred-0012016-10-20
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* Fix crash on attaching player to entityFoghrye42016-10-19
| | | | Rename "refresh" to "processInitData"
* Builtin: Add vector.floor helper functionrubenwardy2016-10-17
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* Revert changes to toggleNoClip and toggleFreeMoveLars Hofhansl2016-10-17
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* Don't use day light sky unless noclip and free_move are enabledLars Hofhansl2016-10-17
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* Enable mod security by defaultShadowNinja2016-10-16
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* Builtin/../chatcommands: Add /grantme commandred-0012016-10-16
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* Emergeblocks: Fix occasional crashRogier2016-10-16
| | | | | | | Modification of the emergeblocks internal state was not protected by a lock, causing a race condition. This can be reproduced by repeatedly running emergeblocks for an already-generated section of the map (with multiple emerge threads).
* Travis: Only trigger a compile, when C/C++ related files were touched (#4284)Tim2016-10-15
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* Make documentation about ItemStack:set_{name,count,wear} clearersfan52016-10-15
| | | | | These methods do not actually fail but instead clear the item stack and return false if a value like e.g. "" is passed.
* Builtin/../falling.lua: Code optimisationtenplus12016-10-14
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* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13
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* Attached particle spawnersraymoo2016-10-13
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* Don't use unordered maps for ProfilerGraph (fixes flickering)sfan52016-10-12
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* Add a button for disabling all mods to world config. (#3900)red-0012016-10-12
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* Add missing languages to the settingsSmallJoker2016-10-11
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* Disable cmake message concerning WIN32 on non-windows systemsRogier2016-10-11
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* A little cleanup since previous commitLoic Blot2016-10-09
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* Environment cleanupLoic Blot2016-10-09
| | | | | | | | | | | | | * Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
* Remove unused parameter of GUIVolumeChangeRui2016-10-09
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* Move RemotePlayer code to its own cpp/headerLoic Blot2016-10-08
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* RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) ↵Loic Blot2016-10-08
| | | | | | | | | | | | (patch 3 of X) * remove IGameDef from Player class, only LocalPlayer has it now * move many attributes/functions only used by LocalPlayer from Player to LocalPlayer * move many attributes/functions only used by RemotePlayer from Player to RemotePlayer * make some functions const * hudGetHotbarSelectedImage now returns const ref * RemotePlayer getHotbarSelectedImage now returns const ref * various code style fixes
* Optimize ClientIface::getPlayerNames(): return const ref instead a copy of ↵Loic Blot2016-10-08
| | | | all names
* More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)Loic Blot2016-10-08
| | | | | | | * ClientEnvironment now uses UNORDERED MAP for active objects * Use RemotePlayer and LocalPlayer everywhere it's possible * Minor code style fixes * Drop Client::getBreath() unused function
* Fix backwards compatibility issue introduced by close_on_enterrubenwardy2016-10-08
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* Ensure std::unordered_ be used on MSVC 2010 too (#4600)SmallJoker2016-10-09
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* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot2016-10-08
| | | | | | | * Server/Client Environments now have an helper to cast Player object in the right type to use it * Server: use RemotePlayer everywhere and remove previous added casts * Client: use LocalPlayer where needed * Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
* Speed up emerge thread by using unordered map in a few places. Looking at ↵gregorycu2016-10-08
| | | | 25% speedup in Emerge thread on Just Test.
* Ensure std::unordered_ will be used on supported MSVC compilersgregorycu2016-10-08
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