| Commit message (Collapse) | Author | Age |
|
|
| |
Comment out the if statement that prevents sending TOSERVER_PLAYERPOS if the player is dead.
|
|
|
|
| |
fixes #9020
|
| |
|
|
|
|
| |
Does not clear the parent's attachment information when the child is deleted locally.
Either it was removed permanently, or just temporary - we don't know, but it's up to the server to send a *detach from child" packet for the parent.
|
| |
|
| |
|
|
|
|
|
| |
1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
|
|
|
|
|
| |
Fix some reference counters (memleak)
Map::dispatchEvent: Allocation safety using references
|
|
|
|
| |
ItemDefinition &selected_def,
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
The setting now accepts values between 1 and 8 in the
Advanced Settings menu.
Values 0 and 1 now behave the same way (setting it to 1 won't
disable MSAA anymore), so there's no need to expose 0 as a value.
This closes #8939.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
Safety-guards for CSM callbacks to abort on a bad implementation
Only run callbacks when the mods are loaded (and with it: builtin)
Duplication checks inside constructors
|
|
|
|
| |
Mainly spacing and pointer placement
|
| |
|
|
|
|
| |
Co-authored-by: ANAND <ClobberXD@gmail.com>
|
| |
|
|
|
|
|
| |
This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time.
Raises protocol version to 38 to ensure correct backwards-compatible code.
|
| |
|
| |
|
|
|
|
| |
This reverts commit fb6f1fdcbe3ee2321cc33eb00f2c6da86744d00a.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
The Map::getSectorNoGenerate throws an exception but no other
code is really dependent on that. Fix the odd instance of
misuse in ClientMap::emergeSector and remove the exception
throwing version of the method along with the "NoEx" suffixes
in the names of these methods.
|
|
|
|
|
|
|
| |
Update the profiler names to make more sense of what they actually represent
Move the profiler code from header to its source file
Use monospace font to align lines
Format the statistics line to align better with surrounding values
Refresh the profiler each 3 seconds (roughly)
|
|
|
| |
Finish getNode cleanup
|
|
|
|
| |
The intended usecase is knockback, but there's potential for more.
|
| |
|
|
|
|
| |
This replaces the magic numbers used as interaction modes both client-side and server-side, primarily for the sake of ease-of-readability.
|
|
|
|
| |
This moves the wield item functions to Player and the tool utils for range calculation
Also 'local_inventory' was removed due to redundancy in Client
|
| |
|
| |
|
| |
|
|
|
|
|
| |
A IGUIFont of type bitmap/vector cannot be converted to CGUITTFont
Fixes various segfaults in gameplay
Shorter font cache code, cleaned up (?)
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
| |
Split sun and moon render parts from the main render function.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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 clipping of itemimage
* Code style
* More code styling
|