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* CSM/SSM: Add on_mods_loaded callback (#7411)Loïc Blot2018-06-06
| | | | | * CSM/SSM: Add on_mods_loaded callback
* Set ENABLE_GETTEXT to TRUE by default (#7415)Wuzzy2018-06-05
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* Modernize lua read (part 1): C++ templating insurance (#7394)Loïc Blot2018-06-04
| | | | | | | * Modernize lua read (part 1): C++ templating assurance Implement the float reader
* Biome dust placement: Improve comments, re-order some linesParamat2018-06-04
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* Biomemap: Simplify code of recent commit (#7398)Paramat2018-06-02
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* Biomemap: Avoid empty biomemap entry to fix failing biome dust (#7393)Paramat2018-06-02
| | | | | | | | | | | | 'generateBiomes()' constructs the biomemap as it generates biomes. The biome calculated at first stone surface encountered is added to the biomemap. Previously, if no stone surface was encountered in a mapchunk column the biomemap was left empty for that (x, z) position, causing biome dust and water surface decoration placement to fail. If at the base of a mapchunk column the biomemap is empty, add the currently active biome to the biomemap, or if biome is NULL calculate it for this position and add it to the biomemap.
* Fix isNan on setYaw Lua call (#7380)Loïc Blot2018-05-31
| | | | * Fix isNan on setYaw Lua call
* Mgv7: Avoid rivergen removing mod-placed nodes when overgenerating (#7388)Paramat2018-05-31
| | | | | Only allow river generation to replace c_stone. This also acts as an optimisation by being placed before canyon shape calculation.
* LINT fixLoic Blot2018-05-29
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* Rename some keys for clarity (#7384)Wuzzy2018-05-29
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* Add crossview support (#7361)otdav332018-05-29
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* Fix GameUI flag value regression introduced by ↵Loic Blot2018-05-29
| | | | | | a78659ed0529226ad937f5e241ad72ba93702959 Added more strong unittests on that part to prevent future regression
* Print error when HOME is not set (#7376)Midgard2018-05-28
| | | | | In some configurations, such as when using the runit supervisor and its tool chpst, the HOME variable might be unset. This resulted in an unclear error message that was hard to pin down.
* Fix more GCC 8.1 warnings ↵Loïc Blot2018-05-28
| | | | | | | | | |   1   master  Fix 3 warnings reported by GCC 8.1 of the following type ```src/client/gameui.cpp:191:43: warning: « void* memset(void*, int, size_t) » effacement d'un objet du type non trivial « struct GameUI::Flags »; use assignment or value-initialization instead [-Wclass-memaccess] memset(&m_flags, 0, sizeof(GameUI::Flags)); ```
* Fix a -Wcatch-value warning reported by GCC 8.1Loïc Blot2018-05-28
| | | | | | | ``` src/translation.cpp:43:16: warning: interception du type polymorphique « class std::out_of_range » par valeur [-Wcatch-value=] } catch (std::out_of_range) { ```·
* Remove a useless struct keyword for ObjectPropertiesLoic Blot2018-05-28
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* Formspec verification: Fix show_formspec inside callbacks (#7374)SmallJoker2018-05-26
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* Vein ore: Fix bug caused by changing perlinmap Y size (#7371)Paramat2018-05-24
| | | | | | | | | | Because vein ore uses 3D noise (all the other ores use 2D noise) the perlinmap Y size can be different in different mapchunks when close to the ore Y limits. Previously this caused bugs in the vein structure because changes in perlinmap Y size did not recreate the noise objects. Delete and recreate the noise objects with the new Y size if Y size has changed.
* Schematic decorations: Fix placement bug when centred and rotated (#7365)Paramat2018-05-24
| | | | | | Previously, the centering caused by the 'place center x/z' flags did not take rotation into account. So schematics with unequal X and Z dimensions were incorrectly placed. The bug was hidden for schematics equal in X and Z dimensions.
* Dungeons: Fix duplication of y limit parameters (#7359)Paramat2018-05-20
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* Fix missing ignore textures (#7326)you2018-05-20
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* Add screenshots to online content browserrubenwardy2018-05-20
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* Player marker on both minimaps (#7350)nanoproject2018-05-18
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* Add updating to online content browserrubenwardy2018-05-16
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* Use server's zoom fov for distant world loading.Lars Hofhansl2018-05-15
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* Don't show Android edit dialog when tapping read-only field (#7337)Muhammad Rifqi Priyo Susanto2018-05-15
| | | | | * Don't show Android edit dialog when tapping read-only field From Lua API, "If the name is empty the textarea is readonly."
* Fix segfault in player migration and crash in log_deprecatedSmallJoker2018-05-14
| | | | Makes log_deprecated work when triggered from no function
* Vertical biome blend: Tune PRNG seed for finer detail (#7329)Paramat2018-05-14
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* Make sure color returns to normal after a damage flash (#7332)lhofhansl2018-05-14
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* Update contentdb_url to content.minetest.netrubenwardy2018-05-13
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* Camera: Improve subpixel movement (#7319)SmallJoker2018-05-12
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* Run detach callbacks on player leaveSmallJoker2018-05-12
| | | | Correct docs regarding non-nil detaching children
* Fix crash guiConfirmRegistration quit menu (#7313)Vincent Glize2018-05-10
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* Mgv7: Code cleanup (#7299)Paramat2018-05-07
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* Fix builtin inventory list crash when size = 0 (#7297)SmallJoker2018-05-05
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* Cavegen: Allow small RandomWalk caves to generate beyond mapchunk borderParamat2018-05-04
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* Fix invisible chat error messages (#7289)Vincent Glize2018-05-01
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* nodedef: Delete two unused method definitions (#7288)Kuma_jjw2018-04-30
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* Global new() or grab() to be managed in constuctor only (#7235 partial) (#7236)JDCodeIt2018-04-30
| | | | | | * g_extrusion_mesh_cache new() and grab() to be managed in constuctor only (#7235 partial) This global was getting grab()-ed by each call to getItemMesh, incrementing its reference count. What was to be the final drop() in the destructor ended up with > 0 reference count, so memory not freed by Irrlicht.
* Allow damage for attached objects, add attach/detach callbacks (#6786)SmallJoker2018-04-30
| | | * Allow right-clicking on attached LuaEntities
* MetaDataRef: Add contains() and get() (#7214)rubenwardy2018-04-30
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* Mapgen caves: Re-order generation to fix cavern bugParamat2018-04-29
| | | | | | | Previously, caverns confused tunnel generation causing biome top and filler nodes to appear in caverns. Split 'generateCaves()' into 2 functions to separate tunnel and large randomwalk cave generation. In each mapgen re-order cave generation to generate tunnels before caverns.
* Biome-defined cave liquids: Use faster biome calculationparamat2018-04-26
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* Biome-defined dungeon nodes: Use faster biome calculationparamat2018-04-26
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* Dungeons: Mostly fix missing stair nodesParamat2018-04-25
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* Mgvalleys: Code cleanupParamat2018-04-24
| | | | | | | | | | | Split some long lines. Edit comments. Remove unnecessary comments and unnecessary commented-out code. Use std::fmax/fmin instead of MYMAX/MYMIN. Remove scope-limiting braces. Consistently define literals as floats, except in noise parameters. Cleanup literals in noise parameters. Remove unnecessary 'near_cavern' line. Reduce max spawn y to be consistent with other mapgens.
* Move ASCII art to std::cerr, to remove it from logsrubenwardy2018-04-23
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* Formspecs: Allow setting alpha value for the box[] elementThomas--S2018-04-23
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* Mgvalleys: Use shared tunnel / cavern code instead of internalParamat2018-04-21
| | | | | | | | | | | | | | | | Caverns first appeared in mgvalleys and were later added to other mapgens as shared code. Now this shared code can replace mgvalley's internal cavern code. Also use shared tunnel code instead of internal code. Changes to mapgen that will affect existing worlds (mgvalleys is not stable): Single lava and water sources not added in tunnels. Previous caverns are unchanged but an equal number of new ones are added at a distance from the previous. From y = -256 to 192 nodes below, where the caverns taper at their upper limit, they will have a slightly different shape as the taper is now linear.
* Cave liquids: Use a more precise point for calculating biomeParamat2018-04-21
| | | | Use the centre point of the route being carved for a more precise match between cave liquids and biome.