| Commit message (Collapse) | Author | Age |
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NodeResolver name lists now belong to the NodeResolver object instead of
the associated NodeDefManager. In addition to minimizing unnecessary
abstraction and overhead, this move permits NodeResolvers to look up nodes
that they had previously set pending for resolution. So far, this
functionality has been used in the case of schematics for
serialization/deserialization.
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We are only iterating sequentially, we don't need a set here
Also use a vector reference instead of a copy
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work when not loading mods
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Move debug streams to log.cpp|h
Move GUI-related globals to clientlauncher
Move g_settings and g_settings_path to settings.cpp|h
Move g_menuclouds to clouds.cpp|h
Move g_profiler to profiler.cpp|h
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- General code cleanup
- Unified object creation and loading
- Specifying objects in APIs is now orthogonal (i.e. anything can take an ID,
name string, or the raw table definition (and automatically registers if present
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Add core.clear_registered_schematics() and refactor schematics somewhat
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Also updates and uses porting::getSupportedVideoModes()
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* Combine client and server man pages.
* Update unit test options and available databases in man page.
* Add `--worldname` to man page.
* Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`.
* Disable server build by default on all operating systems.
* Make `ENABLE_FREETYPE` not fail if FreeType isn't found.
* Enable LevelDB, Redis, and FreeType detection by default.
* Remove the `VERSION_PATCH_ORIG` hack.
* Add option to search for and use system JSONCPP.
* Remove broken LuaJIT version detection.
* Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`.
* Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`.
* Clean up style of CMake files.
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Previously, calling it resulted in a crash.
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This reverts commit 467fc0ddc912ae38c3bf9fcb99e0b66d7478eec0.
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Signed off by: ShadowNinja, kwolekr
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std::vector on Environment.cpp"
This reverts parts of commit 9749d9fee6db99da1ab861dc04ec63ef973db3e0, which breaks node resolver
list clearing
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This was a regression introduced by f6e4c5d9cf459e8278a76a2beaee59732e841458 .
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* TOSERVER_INIT and TOCLIENT_INIT renamed to _LEGACY
* TOSERVER_PASSWORD merged from dev-0.5, can use protocol v24 and v25
* TOCLIENT_ACCESS_DENIED merged from dev-0.5, can use protocol v24 and v25, with normalized strings an a custom id for custom errors
* new TOSERVER_INIT packet only send MT version, supported compressions, protocols and serialization, this permit to rework everything later without break the _INIT packet
* new TOSERVER_AUTH packet which auth the client
* new TOCLIENT_HELLO packet which send server serialization version atm
* new TOCLIENT_AUTH_ACCEPTED which is send when TOCLIENT_AUTH was okay. After this packet, the client load datas from servers, like after TOCLIENT_INIT_LEGACY packet
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NDEBUG is defined), replace those usages with persistent alternatives
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does same work
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std::vector on Environment.cpp
* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
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request_media, Server::getModNames, Environment::m_simple_objects.
* Also remove unused Server::m_modspaths
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searching it via peer_id
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* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
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and testing the state change.
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which touch air. This permit to massively improve performance for mods like plantlife
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Rebased by Zeno- (conflict in lua_api.txt)
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check serverlist
Client now informs about incompatible servers from the list, this permits to prevent the protocol movements.
Server announces its supported protocol versions to master server
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reloaded at server loop but loaded when server starts, for data consistency (not a hot load variable)
ok @ShadowNinja
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ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
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This greatly reduce the number of std::list generated by caching the result, which is always constant for each radius selected.
In the callgrind map, you will see original:
* 3.3M calls to std::list for 9700 calls to getFacePositions
In the modified version, you will see:
* 3.3K calls to std::list for 6900 call to getFacePositions
Callgrind map is here: #2321
it's a huge performance improvement to l_find_node_near
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Also add a Lua API and chatcommand for this
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This fixes the Mapgen V5 calcLighting segfault
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