aboutsummaryrefslogtreecommitdiff
path: root/src
Commit message (Collapse)AuthorAge
* Document for api functions that rely on current_modname, that it doesn't ↵est312015-04-08
| | | | work when not loading mods
* Link against shlwapi.lib and unify linker input sources for Windowskwolekr2015-04-08
|
* Fix freetype detectionDmitry Marakasov2015-04-08
| | | | Don't reinvent freetype detection, use working one from cmake.
* Schematics: Prepend mod path to relative schematic filepathskwolekr2015-04-08
|
* TOCLIENT_ACTIVE_OBJECT_MESSAGES: channel must be 1 for unreliable messageLoic Blot2015-04-07
|
* Fix missing SQLite3 statement pointer initializationShadowNinja2015-04-07
| | | | | This fixes a segfault when the database is shut down before it finishes connecting and setting up.
* Cavegen: Remove now unnecessary checks for water, lava, iceparamat2015-04-07
| | | | | | | Remove large cave checks for air Mgv5/mgv7:Add is_ground_content checks to 3d noise tunnels More large caves Shorten lines
* Make comments consistent with TOSERVER_INIT -> TOSERVER_INIT_LEGACY renameest312015-04-07
|
* Change screenshot filename to one likely to work on all modern filesystemsCraig Robbins2015-04-06
| | | | Fixes #2603
* TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD can be unreliable, catch PacketError ↵Loic Blot2015-04-05
| | | | | | exception. Also set the packet size at creation not when pushing rawString, no functional change
* craftdef.cpp: Return 0 after assert to make Clang happyLoic Blot2015-04-05
|
* Fix uninitialized variabled in ConnectionEventLoic Blot2015-04-05
|
* Crafting speedupest312015-04-05
| | | | | | | | | | | | | | | This greatly increases crafting performance, especially in worlds with many mods. Approved by @kwolekr. Introduces a hash-type-layered fall-through mechanism, where every layer specifies one hash algorithm, and the "deeper the fall", the more collisions to expect for the algorithm. One Craft definition only resides at one layer, which improves speed for lower layers (and a complete fail), due to most craft definitions residing at high layers. Due to the fall-through design, the undocumented behaviour that later craft recipes override older ones had to be weaked up a bit, but craft recipes with the same hash and layer will still override.
* Remove errorstream logging on password changeest312015-04-03
| | | | This seems to be a debug message which has been forgotten to be removed.
* Fix players spawned at (0,0,0) in some rare cases instead of ↵Loic Blot2015-04-03
| | | | | | static_spawnpoint, if set Approved by: @kwoelkr
* Create PacketError exception and use it with ACTIVEOBJECT_REMOVE_ADD handler ↵Loic Blot2015-04-03
| | | | which can be unreliable
* Fix crash caused by null texture in GUI formspec/HUD.Aaron Suen2015-04-02
|
* Fix MSVC error caused by ed10005SmallJoker2015-04-02
|
* Treegen: Add pine tree. Force place trunksparamat2015-04-01
| | | | | | Speed-optimise leaves blits Use MMVManip for make_jungletree Use correct code style
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | 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
* NetworkPacket: reading outside packet is now clearer.Loic Blot2015-04-01
| | | | Use a common function to check the reading offset
* Fix some minor details from 6d61375kwolekr2015-04-01
|
* Clean scaling pre-filter for formspec/HUD.Aaron Suen2015-04-01
|
* Fix usage of destroyed mutexkwolekr2015-03-31
| | | | | | Also fix a memory leak Fix overloaded virtual warning in Player::move() Remove some trailing whitespace
* Fix set_bitskwolekr2015-03-31
|
* ObjDefManager, Mapgen SAPI: Huge refactoringkwolekr2015-03-31
| | | | | | | - 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
* Fix use of unitialized variable in gettext.cppCraig Robbins2015-03-31
| | | | #2583
* Connection::Receive(): receive Network Packet instead of SharedBuffer<u8>.Loic Blot2015-03-31
| | | | | | | Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing This remove a long existing memory copy Also check the packet size directly into Connection::Receive instead of packet processing
* RunCommandQueues: little optimizationLoic Blot2015-03-31
| | | | remove command from queue on success, else do nothing, instead of remove command from queue and push it front on success
* Typo in getOutgoingSequenceNumber => successfull to successfulLoic Blot2015-03-31
|
* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
* Change format of screenshot namesCraig Robbins2015-03-31
| | | | | | | | Filename screenshot_ + ISO 8601 format + [-serial] i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png Serial is added if the filename + timestamp already exists and is in the range 1 to 999
* GenElementManager: Pass opaque handles to Lua and rename to ObjDefManagerkwolekr2015-03-31
| | | | Add core.clear_registered_schematics() and refactor schematics somewhat
* Use Buffer not SharedBuffer in NetworkPacket::oldForgePacketLoic Blot2015-03-30
|
* On Android enable always fastCraig Robbins2015-03-30
| | | | | Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping. Still requires fast move to be toggled on (and fast priv)
* Fix Android build-related bugsCraig Robbins2015-03-29
| | | | E.g. Sound and freetype always being disabled, redefinition of pre-processor directives
* Make sure g_timegetter is initalised before running speedtestsCraig Robbins2015-03-29
| | | | Thanks @SmallJoker for noticing the issue
* Fix typoCraig Robbins2015-03-29
|
* queued_commands must be a std::deque. RunCommandQueues needs to push packet ↵Loic Blot2015-03-29
| | | | on front, not back
* Fix uninitialized variable Player::local_animation_speedLoic Blot2015-03-28
|
* Add Lua function get_video_modes() for main menuCraig Robbins2015-03-28
| | | | Also updates and uses porting::getSupportedVideoModes()
* Make camera clear error message if there's no errorShadowNinja2015-03-27
|
* Fix GetText translation loadingShadowNinja2015-03-27
|
* Change error_message from wstring to stringShadowNinja2015-03-27
| | | | This removes a lot of narrow/wide conversions where a wide string was never used.
* Fix MSVC compile errorShadowNinja2015-03-27
|
* Clean up and tweak build systemShadowNinja2015-03-27
| | | | | | | | | | | | | | | | * 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.
* lua_api/l_mapgen: generate_ores/decorations: make p1, p2 optionalparamat2015-03-24
|
* Change filename of screenshots to something more human readableCraig Robbins2015-03-25
|
* Update timestamp to include dateCraig Robbins2015-03-25
|
* Don't send an InventoryAction at each setInventoryModified, we only need one ↵Loic Blot2015-03-24
| | | | | | | | SendInventory per inventory modification Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol) This fix issue #2544