| Commit message (Collapse) | Author | Age |
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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.
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* Fix various bugs (Anticheat, Lua helpers)
Anticheat: Use camera position instead of player position for shoot line calculations
Lua helpers: Increase 'i' to not overwrite earlier added table values
* Remove lag compensation
* * 1.5 for larger selection boxes
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* Proselytize the network. Use IEEE F32
* Remove unused V2F1000 functions
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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.
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* CSM: add requested CSM_RF_READ_PLAYERINFO
This new CSM limit permit to limit PLAYERINFO read from server.
It affects get_player_names call
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Includes newer style changes and fixes by est31
Improve the block position de-serialization
Add type NodeMetadataMap
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Update Android.mk
Remove 'src/client' from include_directories
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* Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
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Use the CSM death formspec when CSM is enabled and use the engine death formspec when CSM is disabled.
Move the CSM death formspec code to a dedicated file.
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Breaks backwards compatibility for good
Bump protocol version
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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& Satisfy LINT
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* Few code updates
* Do not show average RTT before timing out
* Fix unwanted integer division in RTTStatistics
* Fix float format, prettier jitter calculation
* Use +=, 0.1f -> 100.0f for stronger average updates
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* Server: move shutdown parts to a specific shutdown state object
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* Cleanup sound manager client
* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
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user by the server. (#6878)
This doesn't check the fields in anyway whatsoever so it should only be seen as a way to mitigate exploits, a last line of defense to make it harder to exploit bugs in mods, not as a reason to not do all the usually checks.
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Called when a client fails to supply the correct password for the account it's attempting to login as.
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The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
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* [CSM] Add basic HUD manipulation.
Workaround for on_connect not working right now.
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* Attempt to add registration confirmation
Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted
* Rewrite information message text
Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
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The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.
* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
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`&vector[0]` is undefined if vector.empty(), causing build failure on MSVC
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* CSM fixes: load mods after flavours & add flavour to block mod loading
* Don't permit to load mods twice
* Prepare builtin integrity global algorithm
* Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour
* flag typo fix
* Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
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Remove player object property 'can zoom'.
Add player object property 'zoom fov'.
Remove clientside setting for 'zoom fov'.
Object property default is 15 degrees in creative mode, zoom disabled
in survival mode.
Needed due to zoom now loading and/or generating distant world
according to zoom FOV.
Update object properties serialisation version to 3.
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* Move files around
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* Iitial Haiku support
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This makes it possible to modify the tool capabilities of individual
itemstacks by calling a method on itemstack metadata references.
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* Real global textures
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
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In some cases NetworkPacket was created using default constructor and m_data is not properly sized.
This fixed out of bounds memory copy
Also use memcpy instead of std::vector affectation to enhance packet creation
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* Update clang from 4.0 to 5.0
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