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* New timer design.Auke Kok2016-01-29
| | | | | | | | | | | | | | | | | | | | | | | I could honestly not make much sense of the timer implementation that was here. Instead I've implemented the type of timer algorithm that I've used before, and tested it instead. The concept is extremely simple: all timers are put in an ordered list. We check every server tick if any of the timers have elapsed, and execute the function associated with this timer. We know that many timers by themselves cause new timers to be added to this list, so we iterate *backwards* over the timer list. This means that new timers being added while timers are being executed, can never be executed in the same function pass, as they are always appended to the table *after* the end of the table, which we will never reach in the current pass over all the table elements. We switch time keeping to minetest.get_us_time(). dtime is likely unreliable and we have our own high-res timer that we can fix if it is indeed broken. This removes the need to do any sort of time keeping.
* Clocksource: use a better clock if available.Auke Kok2016-01-29
| | | | | | | | | | | | | | | | | | | | | | | | | | | clock_gettime() is a far better clock than gettimeofday(). Even better than clock_gettime() is that you can select either CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer high precision time. And the _RAW variant will never roll back due to NTP drift or daylight savings, or otherwise. I've adjusted this code to select the right clock method auto- matically based on what's available in the OS. This means that if you're running a very old linux version, MacOS or other, you will automatically get the best clocksource available. I've tested all Linux clocksources by selectively compiling and running a 10k+ timer test suite. In all cases I confirmed that the 3 POSIX Linux clocksources worked properly, and were selected properly. I've modified the OS X compile path to use the high-res clock source for all time functions, but I can't confirm it works or that it compiles. As for WIN32, I confirmed that the used clocksource is indeed a Monotonic clocksource, so good news: that code section appears to be exactly what it should be.
* Allow per-tiles culling.Auke Kok2016-01-20
| | | | | | | | | | | | | | | | | | | | | | | | Backface culling is enabled by default for all tiles, as this is how the lua parser initializes each tiledef. We revert to always using the value from the tiledef since it is always read and serialized. Mods that wish to enable culling for e.g. mesh nodes, now can specify the following to enable backface culling: tiles = {{ name = "tex.png", backface_culling = true }}, Note the double '{' and use of 'name' key here! In the same fashion, backface_culling can be disabled for any node now. I've tested this against the new door models and this properly allows me to disable culling per node. I've also tested this against my crops mod which uses mesh nodes where culling needs to be disabled, and tested also with plantlike drawtype nodes where we want this to continue to be disabled. No default setting has changed. The defaults are just migrated from nodedef.cpp to c_content.cpp.
* Show infotext with description for item entitiesRealBadAngel2016-01-18
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* corrected minetest.pos_to_string()Pinky Snow2016-01-16
| | | | corrected this bit reflect the function properly.
* Mapgen: Various fixes and improvementsparamat2016-01-11
| | | | | | | | | | | | | Lua_api.txt: Document 'minetest.registered_biomes' Minimal: Remove 'mapgen_air' alias Cavegen: Add fallback node for 'mapgen_ice' Dungeongen: Add fallback node for 'mapgen_river_water_source' Mgv5: Remove unnecessary '#include util/directiontables.h' Add missing 'this->'s in makeChunk() Mgv6: Edit empty line formatting Remove leading spaces in makeChunk() Add missing spaces after 'for' and 'if' Mgv7: Edit empty line formatting
* fixed spellingPinky Snow2016-01-09
| | | | Fixed spelling mistake!
* Clarified what get_node does.Robert Zenz2016-01-09
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* Update lua_api.txtslemonide2016-01-09
| | | | set_sky does work with on_joinplayer
* Liquids: Flow into and destroy 'floodable' nodesparamat2016-01-07
| | | | | Add new node property 'floodable', default false Define "air" as floodable = true in C++ and lua
* Made it more clear that "[combine" does accept a list of files.Robert Zenz2016-01-03
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* Add missing documentation of automatic_face_movement_max_rotation_per_sec ↵Sapier2015-12-25
| | | | entity parameter
* Add option to give every object a nametagBlockMen2015-12-15
| | | | or change the nametag text of players
* lua_api.txt: add blank lines before * listsest312015-12-07
| | | | | If rendered as markdown, lists need a blank line before them so that they are recognized as such.
* Mapgen: Add propagate_shadow bool to calcLightingparamat2015-12-07
| | | | | | | | | | To terminate unwanted shadows from floatlands or realms above Also add to LuaVoxelManip calc_lighting for use in mapgen mods Remove the 2 argument calcLighting, mapgens now use the 5 argument form to specify the volumes for propagateSunlight and spreadLight In mgsinglenode replace calcLighting with setLighting and clean-up use of tabs and spaces
* Fix spelling of noise_thresholdJun Zhang2015-12-06
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* Document limitations of minetest.get_password_hashest312015-12-02
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* Add on_secondary_use when right clicking an item in the airAlex Ford2015-12-02
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* Lua_api.txt: Add documentation for biome definitionparamat2015-11-29
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* Add LuaSecureRandomest312015-11-08
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* Improve LuaVoxelManip documentationkwolekr2015-11-07
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* Add support for audio feedback if placing node failedBlockMen2015-11-07
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* Schematics: Add core.place_schematic_on_vmanip APIkwolekr2015-11-05
| | | | | Fix memory leak in minetest.place_schematic Slightly refactor Schematic code
* Add callback parameter for core.emerge_area()kwolekr2015-11-02
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* Add option to disable backface culling for modelsBlockMen2015-10-25
| | | | | - Disabled by default (except players) - Fixes #2984
* Improve Lua settings menuPilzAdam2015-10-24
| | | | | | | | | | | | * Add key settings to setting table and ignore them later This way they are added to the auto-generated minetest.conf.example * Add flags type * Add input validation for int, float and flags * Break in-game graphic settings into multiple sections * Parse settingtpes.txt in mods and games * Improve description for a lot of settings * Fix typos and wording in settingtypes.txt * Convert language setting to an enum
* Decoration API: Add flag for placement on liquid surfaceparamat2015-10-23
| | | | | Add findLiquidSurface() function to mapgen.cpp Update lua_api.txt
* Add more ways to pass data to check_player_privsRobert Zenz2015-10-22
| | | | | | | | | | | The callback can now be invoked with either the player object or name as the first parameter, and with either a table or a list of strings, like this: minetest.check_player_privs(player_name, { shout = true, fly = true }) minetest.check_player_privs(player_name, "shout", "fly") minetest.check_player_privs(player, { shout = true, fly = true }) minetest.check_player_privs(player, "shout", "fly")
* ABMs: Make catch-up behaviour optionalparamat2015-10-18
| | | | | Default is true for backwards compatibility Update lua_api.txt
* Refactor loggingShadowNinja2015-10-14
| | | | | | | | | - Add warning log level - Change debug_log_level setting to enumeration string - Map Irrlicht log events to MT log events - Encapsulate log_* functions and global variables into a class, Logger - Unify dstream with standard logging mechanism - Unify core.debug() with standard core.log() script API
* Add new ContentParamType2 "CPT2_DEGROTATE"est312015-10-04
| | | | | | | | | This might break some mods, but it is important for all uses of the param2 to be documented. This doesn't need a serialisation version or network protocol version change, as old clients will still work on new servers, and it is bearable to have new clients getting non rotated plants on old servers.
* doc: Update node callback documentationkwolekr2015-10-04
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* Add get_biome_id(biome_name) callbackDuane Robertson2015-10-02
| | | | | | | It returns the index used in mg->biomemap for a given biome name. The biomemap is useless without this unless you re-register all existing biomes, which could cause problems for anyone else trying to use biomemap. With this, you can quickly create a lookup table of ids and names.
* Clarify radii and distance types in documentationTim2015-09-26
| | | | | | | | | Because not all circles are round: * circles using an euclidean metric are what we usually call "round" * circles using a maximum metric look like euclidean rectangles with equal adjacent sides (squares) * circles using a manhattan metric look like an euclidean right angled rhombus (squares, but 45° rotated to the former one) [ci skip]
* Add /emergeblocks command and core.emerge_area() Lua APIkwolekr2015-09-23
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* lua_api.txt: fix typoest312015-09-21
| | | | Thanks to @kaadmy (NeD) for pointing this out.
* Ore: Add puff ore typekwolekr2015-09-17
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* Ore: Add ore sheet column height range selectionkwolekr2015-09-13
| | | | | | | | Modders are now able to select the range of ore column height, and the midpoint at which they 'grow' starting from. This commit adds three new parameters for the 'sheet' ore type: column_height_min, column_height_max, and column_midpoint_factor. clust_size is now deprecated for this ore type.
* Add more information about how get_node_light works.Robert Zenz2015-09-08
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* Bump version to 0.4.13est312015-08-20
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* minimap: Add ability to disable from serverkwolekr2015-08-13
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* Fix segfaults caused by the Environment not being initialized yetrubenwardy2015-08-09
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* Actually document what minetest.is_protected should doest312015-08-02
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* Add AreaStore data structureest312015-07-27
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* Optional reconnect functionalityest312015-07-23
| | | | | | Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
* Add note that chat messages can be marked as handled.Robert Zenz2015-07-22
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* Document game main menu image systemest312015-07-21
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* Added get_player_velocity() method. Fixes #1176Elia Argentieri2015-07-20
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* Fix relief mapping issuesRealBadAngel2015-07-16
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* Biome API decorations: 'spawnby' searches a 3D neighbourhoodparamat2015-07-08
| | | | | The neighbours checked are the 8 nodes horizontally surrounding the decoration base and the 8 nodes horizontally surrounding the ground node below the decoration