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* Fix BSD iconv declarationsavilli2022-06-05
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* fix integer overflow in mapgen (#11641)JosiahWI2022-06-03
| | | | | | | | | | | | | | | | | | | | * fix integer overflow in mapgen Some calculations involving the magic seed had overflow because the result of an intermediate arithmetic step could not fit in an s32. By making the magic seed unsigned, the other operand in the equation will be cast to unsigned, and possibly other operands or intermediate operands. This will result in unexpected behavior if an operand is negative, which is technically possible, but logically should not happen. * comment noise2d bitshift While working through the code I was momentarily concerned that the right bitshift in noise2d could fill ones in some cases. It turns out that with signed integers, this is indeed true, but this one is shifting an unsigned integer, so the behavior is as expected. I put a comment here to clarify this, in case someone else wonders the same thing down the line. * noise2d and noise3d unittests I have added 3 tests each for noise2d and noise3d, testing all zero inputs, a very large seed (case which caused UB in the old implementation) and some fun primes I picked for no particular reason. This should be sufficient to demonstrate that the behavior of the new implementation has not changed. I used uniform initialization because it is a good feature of C++11. Please do not explode. * uncomment the noise2d bitshift This reverts commit 583b77ee9f1ad6bb77340ebb5ba51eb9a88ff51c. It's a well-defined language semantic; it doesn't need to be commented. * code cleanliness
* Properly keep noclip state in Game and ClientMapsfan52022-06-03
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* Remove obsolete eye_height related workaroundsfan52022-06-03
| | | | | | This was added a long time ago in 42bbd5c9ae06a8d8ffb7915599097ead6f848755 and meant to fix prevent the view becoming black when jumping into a ceiling, this no longer happens today.
* Add helper functions to make tool usable n times (#12047)Wuzzy2022-06-03
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* Fix use-after-free in node meta cleanupsfan52022-05-29
| | | | bug introduced in 8908a9101608d3343023b470743ef63f1c44b0b7
* Reject registering node with empty namesfan52022-05-29
| | | | fixes #10769
* Minor code improvements around active block keepingsfan52022-05-29
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* Immediately activate blocks when a player joinssfan52022-05-29
| | | | | | issue: #10884 This makes it possible for objects to immediately be activated, but doesn't guarantee it since blocks may still need be emerged.
* Remove debug.get/setmetatable from security whiteliststefan2022-05-29
| | | | fixes #12216
* Handle lua entity HP changes correctly (like punches)sfan52022-05-29
| | | | fixes #11975
* Make sure real disconnect reason isn't overwrittensfan52022-05-29
| | | | bug introduced in 2f32044273d107e82fb1c35d4a0f616fa480cdf0
* Fix linking with Postgres libs on older cmake versionssfan52022-05-29
| | | | closes #12149
* Remove remains of video mode queryingsfan52022-05-29
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* Get rid of node metadata when it becomes emptysfan52022-05-29
| | | | fixes #8943
* Optimize Server::sendMetadataChanged a bitsfan52022-05-29
| | | | The distance check also never worked as intended, now fixed.
* Add API function to invoke player respawnsfan52022-05-29
| | | | closes #12272
* Protect a few more settings from being set from modssfan52022-05-29
| | | | Of those settings main_menu_script has concrete security impact, the rest are added out of abundance of caution.
* Map opaque waving leaves to allfaces drawtypesfan52022-05-29
| | | | fixes #9842
* Improve a translation stringsfan52022-05-29
| | | | fixes #11442
* Force-update shadows when the world is changed (#12364)x20482022-05-26
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* Reduce size of ContentFeatures structuresfan52022-05-26
| | | | | | On my system this is a reduction from 4664 to 3704 bytes. This is not for the sake of saving RAM but ensuring commonly used structures fit into caches better.
* Get rid of global buffer that would ruin concurrent MapBlock serializationsfan52022-05-26
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* Improve code in mapblock_mesh.cpp a bitsfan52022-05-26
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* Quantize light frustum calculations (#12357)x20482022-05-23
| | | | | | | * Quantize light frustum calculations Reduces shadow flicker * Fix function name to match conventions
* Fix hash implementation for SerializedBlockCachesfan52022-05-23
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* Use unordered_map instead of map for MapSectorsRichard Try2022-05-23
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* Add missing concurrency protection in logger (#12325)paradust72022-05-23
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* Fix no_texture.png for unknown nodes with ID < 125 (#12329)Wuzzy2022-05-23
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* Replace all uses of core::list with std::list (#12313)paradust72022-05-22
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* Fixes needed to use irrArray backed by std::vector (#12263)paradust72022-05-22
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* Don't ignore server disconnects in client codesfan52022-05-21
| | | | | If the server stops talking to us without saying bye we should actually end the in-game session with an error message.
* Optimize JSON string (de)serialization routinessfan52022-05-21
| | | | | | stringstreams were shown to be slow when reading/writing single characters and there is lots of potential by having functions perform on existing buffers whenever possible.
* Improve testSerializeJsonString unit testssfan52022-05-21
| | | | | this also removes the requirement that / is escaped, there is no reason for doing so.
* Deprecate game.conf name, use title instead (#12030)rubenwardy2022-05-21
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* Improve shadow filters (#12195)x20482022-05-21
| | | | | | | | | * Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
* Fix lighting of upright_sprite entities (#12336)x20482022-05-20
| | | Use MeshNode materials to set the light since ReadOnlyMaterials is now false
* Fix lighting of the wield mesh (#12341)x20482022-05-20
| | | | | * Assign node light to player before final color blend. Fixes day/night lightbank ratio for wield meshes * Update wield mesh light when changing mesh
* Use std::map instead of core::map (#12301)paradust72022-05-18
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* Remove confusing message in keybindings menusavilli2022-05-17
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* Initialize wield mesh color when wield_image is setDmitry Kostenko2022-05-15
| | | | #12245
* Use native packer to transfer globals into async env(s)sfan52022-05-10
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* Support packing arbitrary graphs (#12289)Jude Melton-Houghton2022-05-10
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* Fix cooking and fuel crafts with aliasesJude Melton-Houghton2022-05-10
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* Fix possible unreliable behavior due to uninitialized variablesOctavian2022-05-10
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* Add more Prometheus metrics (#12274)sfan52022-05-09
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* HUD: Update selection mesh every frame (#12270)Lars Müller2022-05-09
| | | Fixes outdated selection boxes after entity property changes.
* Consolidate some data structures in MapBlockMeshsfan52022-05-08
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* Cache serialized mapblocks during sendingsfan52022-05-08
| | | | | | | This reduces the (absolute) time spent in Server::SendBlocks() from 700ms to 300ms (relative) share of MapBlock::serialize() from 80% to 60% in a test setup with 10 players and many block changes
* Fix mapblock geometry optimisation not workingROllerozxa2022-05-08
| | | | Caused by the depth sorting PR marking not only transparent nodes to be ignored but also opaque ones with the TILE_MATERIAL_BASIC material type