aboutsummaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
* Use CDB author and name in installed package's config (#8550)Paul Ouellette2019-06-10
| | | | They are used for tracking the package, so should match ContentDB.
* Settings: Disallow space characters entirelySmallJoker2019-06-10
| | | | | Lua API: > Setting names can't contain whitespace or any of ="{}#
* Formspecs: Close on metadata removal (#8348)SmallJoker2019-06-10
| | | | Formspecs will now close as soon the formspec string in the node metadata turns invalid.
* Add disable_jump to liquids and ladders (#7688)SmallJoker2019-06-10
| | | | | Remove second nodedef check by improving the colliding node detection Also remove the 2nd check in old_move, correct standing node a bit
* Add compatibility to vcpkg buildsystem (#8317)adrido2019-06-10
|
* Save forceloaded blocks file periodically (#8535)Thomas Rudin2019-06-10
| | | | | saves the forceloaded blocks periodically. checks every 10 seconds if the forceloaded blocks got changed in-game and persists them on-disk if that's the case
* Damage: Play no damage sound when immortal (#8350)SmallJoker2019-06-09
| | | | Add isImmortal server-side for proper enable_damage handling Rework log messages
* Remove modstore leftovers. Fix core.show_path_select_dialog documentation ↵DS2019-06-07
| | | | | (#8572) This was forgotten in #5852.
* HTTP API: Allow binary downloads and headers (#8573)SmallJoker2019-06-06
| | | | Add minetest.features.httpfetch_binary_data
* Dungeons: Settable density noise, move number calculation to mapgens (#8473)Paramat2019-06-01
| | | | | | | | | | | | Add user-settable noise parameters for dungeon density to each mapgen, except V6 which hardcodes this noise parameter. Move the calculation of number of dungeons generated in a mapchunk out of dungeongen.cpp and into mapgen code, to allow mapgens to generate any desired number of dungeons in a mapchunk, instead of being forced to have number of dungeons determined by a density noise. This is more flexible and allows mapgens to use dungeon generation to create custom structures, such as occasional mega-dungeons.
* Fix persistent ^[brighten after damage again (#5739)SmallJoker2019-05-26
| | | | | | | | | The old texture modifier is restored by passing `m_previous_texture_modifier`. Either copy it manually or let the function parameter do that. Victims so far: 8e0b80a Apr 2018 eb2bda7 May 2019
* override.txt: Fix crash due to CRLF endings (#8439)David G2019-05-25
|
* Do not drag-place stack into 'craftpreview' slot (#8514)SmallJoker2019-05-25
|
* Add IGUIScrollbar implementation with variable bar sizes (#8507)stujones112019-05-24
|
* Fix forgotten PlayerSAO cast in a90f2efSmallJoker2019-05-21
|
* Make autoforward simulate the 'up' key (#8249)DS2019-05-21
|
* Check for out-of-bounds breath when setting breath_max (#8493)ANAND ツ2019-05-21
|
* Fix API site build (#8551)Paul Ouellette2019-05-21
|
* l_mapgen.cpp: Fix LINT broken since b1b40feSmallJoker2019-05-21
|
* Prioritise craft recipesHybridDog2019-05-20
| | | | | | When multiple recipes are applicable, the recipes are prioritised in this order: toolrepair < shapeless with groups < shapeless < shaped with groups < shaped For cooking and fuel, items are prioritised over item groups
* Test crafting hash type only once for a recipeHybridDog2019-05-20
|
* Allow multiple cave liquids in a biome definition (#8481)Paramat2019-05-18
| | | | | | | | | | | | | This allows games to specify biome cave liquids and avoid the old hardcoded behaviour, but preserves the ability to have multiple cave liquids in one biome, such as lava and water. When multiple cave liquids are defined by the biome definition, make each entire cave use a randomly chosen liquid, instead of every small cave segment using a randomly chosen liquid. Plus an optimisation: Don't place nodes if cave liquid is defined as 'air'
* Add content_rating tag to appdata (#8538)Carles Pastor Badosa2019-05-18
| | | This tag allows software stores (KDE discover, etc) to filter and know whether applications are suitable for young users.
* Optimize string (mis)handling (#8128)Jozef Behran2019-05-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
* Revert "Inventory: Make addItem for empty ItemStacks respect max stack size" ↵ANAND ︻气デ═一2019-05-12
| | | | | (#8519) Revert commit e6a9e60
* Move HTTP request logging to infostream (#8526)ANAND ︻气デ═一2019-05-12
|
* Define operators == and != for ItemStackANAND ︻气デ═一2019-05-11
|
* builtin/../register.lua: Abort make_wrap_deregistration if param is invalidANAND2019-05-04
|
* minimal: Fix crash due to assertion failANAND2019-05-03
|
* Better document behavior of on_punchplayerANAND2019-04-29
| | | | Esp. the fact that it's invoked even if the punched player is dead
* PlayerSAO::setHP - Don't call on_hpchange callbacks if HP hasn't changedANAND2019-04-29
|
* Remove unnecessary CSM warning (#8485)Paramat2019-04-28
|
* Force send a mapblock to a player (#8140)sofar2019-04-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Force send a mapblock to a player. Send a single mapblock to a specific remote player. This is badly needed for mods and games where players are teleported into terrain which may be not generated, loaded, or modified significantly since the last player visit. In all these cases, the player currently ends up in void, air, or inside blocks which not only looks bad, but has the effect that the player might end up falling and then the server needs to correct for the player position again later, which is a hack. The best solution is to send at least the single mapblock that the player will be teleported to. I've tested this with ITB which does this all the time, and I can see it functioning as expected (it even shows a half loaded entry hallway, as the further blocks aren't loaded yet). The parameter is a blockpos (table of x, y, z), not a regular pos. The function may return false if the call failed. This is most likely due to the target position not being generated or emerged yet, or another internal failure, such as the player not being initialized. * Always send mapblock on teleport or respawn. This avoids the need for mods to send a mapblock on teleport or respawn, since any call to `player:set_pos()` will pass this code.
* Improve readability of debug menu by using '|' (#8488)ANAND2019-04-27
| | | | | | | | * Improve readability of debug menu by using '|' * Restore whitespace to separate yaw and cardinal direction Co-Authored-By: ClobberXD <ClobberXD@gmail.com>
* Range-limit value passed to PlayerSAO::set{HP|Breath} (#8264)ANAND2019-04-27
|
* Use player as starting point instead of camera when pointing node (#8261)Muhammad Rifqi Priyo Susanto2019-04-27
| | | | Same pointing area on both camera modes. This fix is inapplicable for non-crosshair input.
* Correct the checkbox selection box position (#8246)SmallJoker2019-04-27
| | | Remove m_btn_height dependency, replace with the text and checkbox size.
* CMakeLists.txt: Remove references to Minecraft and Infiniminer (#8487)ANAND2019-04-26
|
* Android: Clear chat open flag on cancel or completion (#8478)stujones112019-04-19
|
* Attend to review, re-arrange blank lines, update lua_api.txtparamat2019-04-14
|
* Fix regression in automatic_face_movement_max_rotation_per_secPedro Gimeno2019-04-14
| | | | | | Values <= 0 should make the yaw change instant. This worked in 0.4.16 but was broken in 089f59458286. Per bug report by oil_boi_minetest on IRC.
* Various network performance improvements (#8125)Jozef Behran2019-04-14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Optimize packet construction functions Some of the functions that construct packets in connection.cpp are using a const reference to get the raw packet data to package and others use a value passed parameter to do that. The ones that use the value passed parameter suffer from performance hit as the rather bulky packet data gets a temporary copy when the parameter is passed before it lands at its final destination inside the newly constructed packet. The unnecessary temporary copy hurts quite badly as the underlying class (SharedBuffer) actually allocates the space for the data in the heap. Fix the performance hit by converting all of these value passed parameters to const references. I believe that this is what the author of the relevant code actually intended to do as there is a couple of packet construction helper functions that already use a const reference to get the raw data. * Optimize packet sender thread class Most of the data sending methods of the packet sender thread class use a value passed parameter for the packet data to be sent. This causes the rather bulky data to be allocated on the heap and copied, slowing the packet sending down. Convert these parameters to const references to avoid the performance hit. * Optimize packet receiver thread class The packet receiver and processor thread class has many methods (mostly packet handlers) that receive the packed data by value. This causes a performance hit that is actually worse than the one caused by the packet sender methods because the packet is first handed to the processPacket method which looks at the packet type stored in the header and then delegates the actual handling to one of the handlers. Both, processPacket and all the handlers get the packet data by value, leading to at least two unnecessary copies of the data (with malloc and all the slow bells and whistles of bulky classes). As there already is a few methods that use a const reference parameter for the packet data, convert all this value passed packets to const references.
* World start time: Move to first full light (day night ratio = 1000) (#8410)Paramat2019-04-13
| | | | | | | | 6125 is the time of first full light according to 'get_node_light()', and the time of first full light visually when basic shaders are on. This is the optimum default new world start time, taking all possible games into account. The previous time assumed a game similar to Minetest Game. Games should set this setting themselves according to their needs.
* Add Irrlicht-specific smart pointer (#6814)Vitaliy2019-04-12
|
* Add Mkdocs API site (#8133)Paul Ouellette2019-04-12
| | | | * Add MkDocs API site
* Add node field to PlayerHPChangeReason table (#8368)Paul Ouellette2019-04-11
|
* Nodedef 'drop' documentation: Improve, add tool filtering (#8458)Paramat2019-04-09
|
* util/hex.h: Remove whitespace-only line (#8460)ANAND2019-04-08
|
* daynightratio.h: Improve codestyle, minor optimisations (#8453)Paramat2019-04-08
|
* Android settings: Use 'simple' leaves instead of 'fancy' (#8440)Paramat2019-04-07
| | | | 'Fancy' leaves are intensive to render. Also remove the unnecessary duplicated setting of 'chunksize'.