| Commit message (Collapse) | Author | Age |
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Reserve space for the list of games in findWorldSubgame. The
performance gain is pretty much negligible but this change
also gets rid of a performance warning by CLANG TIDY.
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This patch will make distinguishable mods in modpacks possible in the future
`nil` checks are required to provide backwards-compatibility for fresh configured worlds
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The craft definition handling code that collects the names of
the craftable nodes suffers from vector reallocation
performance hits, slowing down instances with lots of
crafting recipes (VanessaE's DreamBuilder and most public
server some to my mind when thinking about this). As in each
instance the size of the resulting vector is already known,
add a reserve() call before the offending loops to allocate
the needed chunk of memory within the result vector in one
go, getting rid of the overhead.
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The pathfinder needs quite a bunch of items to add to the
resulting list. It turns out the amount of the space needed
for the finalized path is known in advance so preallocate it
to avoid a burst of reallocation calls each time something
needs to look for a path.
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This fixes #8079
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* Fix a crash on Android with Align2Npot2
glGetString can be NULL. If stored in a string it triggers a SIGSEGV.
Instead do a basic strstr and verify the pointer
* Better Align2Npot2 check (+ performance)
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"Get core.registered_on_chat_messages" to "Get core.registered_on_player_receive_fields" where `core.registered_on_player_receive_fields` is gotten
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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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* Deprecate modpack.txt and use modpack.conf instead
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* Make sqlite3 default auth & player backends for new worlds
Also notify about auth backend depreciation
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* PostgreSQL & SQLite3 doesn't setModified(false) on RemotePlayer, then player is saved on each server save call. This results in heavy useless writes.
* PostgreSQL & SQLite3 ack engine meta write whereas db commit hasn't been performed. If commit failed write has failed. We mustn't notify engine write is done.
* serializing player meta must not setModified(false) because it didn't ensure write has been done
* add RemotePlayer::on_successfull_save callback to do the flag update on a successful save
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Also ensure on each player save that the directory exists
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The fallback code shouldn't be needed and is a remnant of the GET
method that old media servers use. Clients using it are likely
to just waste bandwidth and having to download the media again
through the normal transfer from server method. The most reliable
method is to get all missing textures therefore from the server
directly and not spam the remote media server with 404s.
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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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Trivial issue reported by @pgimeno
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GCC and CLang compilers fail to support full IEC559 compliance required for the test, when certain compiler flags are active. This patch implements a heuristic that checks for the most common flag in GCC and CLang, plues an extra check which GCC disables when it's not compliant, to hopefully catch most cases where it can't run.
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* Add an activeobject manager to hold active objects
* Add unittests
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BSD folder detection is pretty raw, just use the same detection as Linux
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On my wayland / gnome3 setup DisplayHeightMM() returns 0. This resulted in a
misleading startup error suggesting to fix my font paths.
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Move star draw to before sun glow texture draw and before sun draw,
not currently essential but the logical order. Will be necessary if
a 'no far ground' option is added, to draw stars behind the sun.
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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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This reverts commit e6811184d5824bf7d8febc157495dbecd3e4e0f7.
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```
[ 10%] Building CXX object src/CMakeFiles/minetest.dir/client/render/interlaced.cpp.o
cc1plus: warning: -Wabi won't warn about anything [-Wabi]
cc1plus: note: -Wabi warns about differences from the most up-to-date ABI, which is also used by default
cc1plus: note: use e.g. -Wabi=11 to warn about changes from GCC 7
```
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```
minetest/src/filesys.cpp:312:10: warning: ‘char* strncpy(char*, const char*, size_t)’ specified bound 10000 equals destination size [-Wstringop-truncation]
strncpy(argv_data[2], path.c_str(), 10000);
```
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