| Commit message (Collapse) | Author | Age |
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* Add zstd support.
* Rearrange serialization order
* Compress entire mapblock
Co-authored-by: sfan5 <sfan5@live.de>
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This commit deprecates the forward, backward, left, and right binary
inputs currently used for player movement in the PlayerControl struct.
In their place, it adds the movement_speed and movement_direction
values, which represents the player movement is a polar coordinate
system.
movement_speed is a scalar from 0.0 to 1.0. movement_direction is
an angle from 0 to +-Pi:
FWD
0
_
LFT / \ RGT
-Pi/2 | | +Pi/2
\_/
+-Pi
BCK
Boolean movement bits will still be set for server telegrams and
Lua script invocations to provide full backward compatibility.
When generating these values from an analog input, a direction is
considered active when it is 22.5 degrees away from either
orthogonal axis.
Co-authored-by: Markus Koch <markus@notsyncing.net>
Co-authored-by: sfan5 <sfan5@live.de>
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Supports both AND and OR requirements, e.g.
* "a tool that's in any of these groups"
* "a tool that's in all of these groups"
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* feat(gitlab-ci): add debian 11 support
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Co-authored-by: Thomas--S <info@thomas-stangl.de>
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closes #11564
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This comes into play on older servers which do not know the "stat" type.
Warnings are only logged once to avoid spam within globalstep callbacks
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Some games provide users with enough freedom to create items
with metadata longer than 64KB, preventing this from causing
issues is on them but we'll still do the minimum not to abort
the server if this happens.
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non-normal drawtypes
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When setting a sprite animation, do not keep the last animation's frame number. Setting a new animation should start the animation at the start of the new animation.
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fixes #11513 performance regression with 256x textures
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fixes #11533
Schematics saved from y locations greater than 0 would cause an access violation if layer probabilities were specified
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Mode"/"Host Server" checkboxes (#11524)
This adds support for disable_settings to game.conf. In this you can specify a list of settings that should not be visible in the "local game" (or however it is called nowadays) tab. Enable Damage, Creative Mode and Host Server are supported.
Co-authored-by: Wuzzy <Wuzzy2@mail.ru>
Co-authored-by: Aaron Suen <warr1024@gmail.com>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering.
Does not fully fix anaglyph 3d mode.
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* The problem were lines like these:
"# textdomain:"
* str_split does not add an empty last part if there is a delimiter
at the end, but this was probably assumed here.
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Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: =?UTF-8?q?Olivier=20Samyn=20=F0=9F=8E=BB?= <code@oleastre.be>
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This limits the logged deprecation messages to the mods that are loaded
Unifies the mod naming convention check for CSM & SSM
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The reason for the bug was an u16 overflow, thus failing the assert. This only happened in Debug build but not in Release builds.
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* Add a simple PNG image encoder with Lua API
Add ColorSpec to RGBA converter
Make a safety wrapper for the encoder
Create devtest examples
Co-authored-by: hecktest <>
Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
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With the CMake changes to IrrlichtMt, it's now possible to use a target for IrrlichtMt.
Besides greatly improving the ease of setting up IrrlichtMt for users building the client, it removes the need for Minetest's CMake to include transitive dependencies such as image libraries, cleaning it up a tiny bit. The PR works by finding the IrrlichtMt package and linking to the target it provides. If the package isn't found and it isn't building the client, it will still fall back to using just the headers of old Irrlicht or IrrlichtMt.
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Reduces stutter and freezes when playing.
* Maintains double SM and SM Color textures
* Light frustum update triggers incremental generation of shadow map into secondary 'future' textures.
* Every incremental update renders a portion of the shadow draw list (split equally).
* After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen.
Co-authored-by: sfan5 <sfan5@live.de>
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Node faces with normals pointing East/West (+X/-X) will transition between light
and shadow at noon. This code makes the transition smooth.
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