| Commit message (Collapse) | Author | Age |
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* Add minetest.spawn_falling_node(pos)
* lua_api.txt: Add minetest.spawn_falling_node(pos)
* Update minetest.spawn_falling_node(pos)
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Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
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Since local servers and local favorites have no ping value (these
are only provided by the server) we shouldn't load a broken
image filename.
Fixes #5238
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chatcommand. (#5252)
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We want to reduce the chance that we get lots and lots of node
timers all happening once a second, because we're better off doing
small bits of work as they are available.
Reducing this to 0.2 seconds will greatly reduce the total amount
of nodetimers that elapse at the same instance, while not effecting
total work load. This results in a far better chance of the server
keeping up with work loads.
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(#5153)
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The default of 15 is unchanged.
7 degrees is x10 magnification which is common for binoculars.
Alter hardcoded limits in camera.cpp:
Minimum 7 degrees.
Maximum 160 degrees to match upper limits in advanced settings.
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These are needed to go from things like entity yaw to a vector
and vice versa.
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This function returns the box corners of the smallest box
that includes the two given coordinates.
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Add show_statusline_on_connect setting
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Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
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* Add search to advanced settings
* Press enter again to go to next result
* Use keyword based search, auto select best option
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Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
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When the new set of biomes was added in MTGame the 'spread' for heat
and humidity noise parameters was increased to 1000, i forgot to update
settingtypes.txt and minetest.conf.
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* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
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core.auth_table is not supposed to be accessed directly.
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Remake the light_decode_table.
The table starts out without pre-filled in values since those
are always discarded by the code apparently. We calculate a
pseudo curve with gamma power function, and then apply a new
adjustment table.
The adjustment table is setup to make the default gamma of 2.2
look decent: not too dark at light level 3 or so, but too dark
at 1 and below to be playable. The curve is much smoother than
before and looks reasonable at the whole range, offering a
pleasant decay of light levels away from lights.
The `display_gamma` setting now actually does something logical:
the game is darker at values below 2.2, and brighter at values
above 2.2. At 3.0, the game is very bright, but still has a good
light scale. At 1.1 or so, the bottom 5 light levels are virtually
black, but you can still see enough detail at light levels 7-8,
so the range and spread is adequate.
I must add that my monitor is somewhat dark to begin with, since
I have a `hc` screen that doesn't dynamic range colors or try to
pull up `black` pixels for me (it is tuned for accurate color and
light levels), so this should look even better on more dynamic
display tunings.
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Increase active_block_range default to a 3 mapblock radius.
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If the object pos is over limit, 'add entity' will not add an entity,
causing 'obj' to be nil.
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The actual menu default comes from defaultsettings.cpp.
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As mgv7 is now the default mapgen i re-checked its tunnel width on request,
discovered they needed to be wider, and have made this change.
This commit widens the identical 3D noise tunnels in the other mapgens in
exactly the same way.
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This fixes a bug existing in modmgr.lua as reported by @Wuzzy2 which
caused the mod dependency list to glitch if input was using a line
terminator different than the OS default.
The C++ code does not need any changes as it already trims CR
occurrences on platforms on which the line termination sequence is LF.
Taken into account the size of the depends.txt files used, this should
not introduce a noticeable performance regression.
Fixes #4720
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It would complain that the value should be higher than the lower
bound, when it should be higher than or equal to the lower bound.
Similar issue for the upper bound.
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The network protocol does not support larger than 255 mapblocks.
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Update credits
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Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
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This combats the problem of sending the hundreds of
"creative" / "armor" or whatever detached invs that
exist on popular servers to each and every player
on join or on change of said invs.
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This will only happen if the formname matches or if formname is "".
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If a tool wears out and is destroyed, it's itemstack count
goes to 0, and we can optionally play a breaking sound.
This patch implements playing a breaking sound when this
occurs. Sounds need to be added to the tool itemdef
registration as the sound name string in the .sound.breaks
member.
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