| Commit message (Collapse) | Author | Age |
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"enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
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setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
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* Move networkcode to a dedicated directory
* Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes
* Create object NetworkPacket
* It stores command (opcode) and data separated
* It also stores peer_id
* Data reading can be done by using a streaming interface
* Change packet routing analysis
* Remove old conditional analysis
* Now uses function pointed analysis and add connection state ({Client,Server}::handlers)
* Connection state permit to categorize condition to handle before analyze packets
* Create a handler for depreciated messages, instead of duplicating code
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Disables local map saving for all local server types
See: https://github.com/minetest/minetest/issues/2024
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their spawners
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Also add NodeResolver callbacks on the client
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NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps
NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
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Without this patch node 0,0,0 is highlighted when enable_node_highligting is false
There is a minor lighting issue remaining, however it seems to be related to a different bug (https://github.com/minetest/minetest/issues/1887)
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Check if mesh is here before adding to meshcollector.
Fix deleting the meshes.
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sky.cpp: m_bgcolor.getAlpha() was being used before initialised
mesh related: m_highlight_mesh_color was being used uninitialised
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This also cleans up settings a bit
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There have been plenty of ppl involved in creating this version.
I don't wanna mention names as I'm sure I'd forget someone so I
just tell where help has been done:
- The partial android versions done by various ppl
- Testing on different android devices
- reviewing code (especially the in core changes)
- testing controls
- reviewing texts
A big thank you to everyone helping this to be completed!
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Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
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Add (experimental) support for topbottom as well as sidebyside 3d mode
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messages
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Add DPI support for statbar
Move heart+bubble bar to Lua HUD
Add statbar size (based upon an idea by blue42u)
Add support for customizing breath and statbar
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Minor coding style fixes
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Don't use TOSERVER_RECEIVED_MEDIA but TOSERVER_CLIENT_READY as indicatio for client ready
Handle clients with protocol version < 23 (almost) same way as before
Make client tell server about it's version
Add client state to not send bogus player position updates prior init complete
Add access to statistics information (peer connction time,rtt,version)
Fix clients standing stalled in world while preloading item visuals (new clients only)
Add get_player_information to read client specific information from lua
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Add check for datatype overflows
use native datatype indices instead of fixed 16bit/32bit ones
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brightness
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-add client states to avoid server sending data to uninitialized clients
-don't show uninitialized clients to other players
-propper client disconnect handling
Minor comment fixes in server
Minor bugfixes in connection
-improved peer id calculation
-honor NDEBUG flag
-improved disconnect handling
-increased initial send window
Remove some dead code
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Use tables for adding particles, deprecate former way.
separate particles(pawner) definition, add default values, work with no
arguments
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