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* Mainmenu: Use textarea in error formspecsSmallJoker2019-08-01
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* Sky: Refactor of moon and sun drawing (#8683)Methacrylon2019-07-30
| | | Split sun and moon render parts from the main render function.
* ContentCAO: Fix broken attachments on join (#8701)SmallJoker2019-07-29
| | | | | | | | | | | | | What happened: 1) Object data is received. Client begins to read the data 2) Client initializes all its children (gob_cmd_update_infant) 3) Children try to attach to parent (yet not added) 4) Parent initializes, is added to the environment And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node. The solution here is to: 1) Use the same structure as ServerActiveObject 2) Attach all children after the parent is really initialized
* Fix missing item images clipping in formspecs (#8652)Pierre-Yves Rollo2019-07-26
| | | | | | | | * Fix clipping of itemimage * Code style * More code styling
* Optimize getting active objects a bit. #8674Lars Hofhansl2019-07-16
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* Do predict when sneak-place to node with on_rightclickDS-Minetest2019-07-08
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* Optimize and unify mesh processing (#7851)Vitaliy2019-06-28
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* Add support for 9-sliced backgrounds (#8600)rubenwardy2019-06-22
| | | | | 9-slice textures are commonly used in GUIs to allow scaling them to match any resolution without distortion. https://en.wikipedia.org/wiki/9-slice_scaling
* Fix segfault on quitting with open node formspec (#8608)SmallJoker2019-06-21
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* 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
* 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
* Make autoforward simulate the 'up' key (#8249)DS2019-05-21
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* 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.
* Remove unnecessary CSM warning (#8485)Paramat2019-04-28
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* 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>
* 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.
* Android: Clear chat open flag on cancel or completion (#8478)stujones112019-04-19
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* Attend to review, re-arrange blank lines, update lua_api.txtparamat2019-04-14
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* 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.
* Change sign of pitch angle in debug menu (#8438)ANAND2019-04-04
| | | | Co-Authored-By: ClobberXD <ClobberXD@gmail.com>
* Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)Paramat2019-03-27
| | | | | | | | Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
* Fix texture rotation for wallmounted nodeboxessfan52019-03-19
| | | | fixes #8358
* Drop GUIConfirmRegistration::m_address unused fieldLoïc Blot2019-03-12
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* Display pitch angle in debug menu (#8321)Ragulan R2019-03-10
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* Fix clang tidy error due to incorrect use of quotes for characterrubenwardy2019-03-06
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* Add referer to remote media requests. (#8135)sofar2019-03-05
| | | | | | | | | | This sends the following header to a remote media server: Referer: minetest://<server_name>:port This was verified with CTF and the Minetest Public Remove Media server. If the servername was a plain IPv6 address it will contain `:` characters and will be encapsulated in `[]` to be a valid URI.
* Fix particle spawners not visible since CSM spawner implementation (#8289)Loïc Blot2019-03-01
| | | | | * Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code * Modernize some code parts (std::unordered_map, auto) * generate id on client part on U32_MAX + 1 ids, lower are for server ids
* Revert "Revert CSM particles commit to fix particle spawner bug for 5.0.0 ↵Loïc Blot2019-02-26
| | | | | | (#8288)" This reverts commit 01cd63bd3bca0192dab2834faf414b022706a77e.
* Revert CSM particles commit to fix particle spawner bug for 5.0.0 (#8288)Paramat2019-02-26
| | | | Reverts 5dab7426451842793b183fbd961ad2ae83c8acbd "[CSM] Add functions to create particles and particlespawners."
* Remove 's' from 'automatic forwards' (#8272)ANAND2019-02-23
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* Revert RTT fixes (#8187)ANAND2019-02-15
| | | | | The reverted commit 968ce9af598024ec71e9ffb2d15c3997a13ad754 is suspected (through the use of bisection) of causing network slowdowns. Revert for now as we are close to release.
* Consistent HP and damage types (#8167)SmallJoker2019-02-10
| | | | | Remove deprecated HUDs and chat message handling. Remove unused m_damage variable (compat break). HP: s32 for setter/calculations, u16 for getter.
* Slippery: Do not apply when swimming (#8198)SmallJoker2019-02-10
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* Autojump: Disable in fly mode, support continuous forward (#8200)SmallJoker2019-02-09
| | | | | Correctly disable in fly mode (issue #8199) Also autojump in continuous forward mode (issue #8201)
* Use true pitch/yaw/roll rotations without loss of precision by pgimeno (#8019)Paul Ouellette2019-02-07
| | | | | Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues. Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.
* Fix cloud color in loading screen and main menu (#8174)random-geek2019-02-04
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* Import strstr function from FreeBSD 11 libcLoic Blot2019-01-10
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* Android build fixesLoïc Blot2019-01-09
| | | | This fixes #8079
* Fix a crash on Android with Align2Npot2 (#8070)Loïc Blot2019-01-07
| | | | | | | | * Fix a crash on Android with Align2Npot2 glGetString can be NULL. If stored in a string it triggers a SIGSEGV. Instead do a basic strstr and verify the pointer * Better Align2Npot2 check (+ performance)
* Remove remote media compatibility mode. (#8044)sofar2019-01-04
| | | | | | | | The fallback code shouldn't be needed and is a remnant of the GET method that old media servers use. Clients using it are likely to just waste bandwidth and having to download the media again through the normal transfer from server method. The most reliable method is to get all missing textures therefore from the server directly and not spam the remote media server with 404s.
* Proselytize the network. Use IEEE F32 (#8030)SmallJoker2019-01-03
| | | | | * Proselytize the network. Use IEEE F32 * Remove unused V2F1000 functions
* CSM restrictions: Make 'LOAD_CLIENT_MODS' disable loading of 'builtin' (#8000)Paramat2019-01-03
| | | | | | | | | | | | Previously, when the CSM restriction 'LOAD_CLIENT_MODS' was used a client was still able to add CSM code to 'builtin' to bypass that restriction, because 'builtin' is not yet verified. Until server-sent CSM and verifying of 'builtin' are complete, make 'LOAD_CLIENT_MODS' disable the loading of builtin. Clarify code comments and messages to distinguish between client-side modding and client-side scripting. 'Scripting' includes 'builtin', 'modding' does not.
* Extend pitch fly mode to swimming (#7943)random-geek2018-12-31
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* Fix more transparency issues with ogles2 driver (#8005)stujones112018-12-20
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* Add command line option to load password from file (#7832)Kevin Abrams2018-12-18
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* Add an activeobject manager to hold active objects (#7939)Loïc Blot2018-12-13
| | | | * Add an activeobject manager to hold active objects * Add unittests
* Network: Send IEEE floats (#7768)SmallJoker2018-12-13
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* Make showOverlayMessage strings translatable (#7964)Wuzzy2018-12-13
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* Add object visual type 'item' (#7870)Alex2018-12-11
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