| Commit message (Collapse) | Author | Age |
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Use the CSM death formspec when CSM is enabled and use the engine death formspec when CSM is disabled.
Move the CSM death formspec code to a dedicated file.
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Works by detecting a collision while moving forward and then
simulating a jump. If the simulated jump is more successful,
an artificial jump key press is injected in the client.
Includes setting and key change GUI element for enabling and
disabling this feature.
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Use font size 14 for phones.
Use x_inches < 3.7 instead of < 3.5 for small phones.
Add a new category x_inches < 6 for larger phones.
Use HUD scaling 0.85 for larger phones.
Use desktop defaults for tablets.
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* Android: Improve UI scaling on smaller high-density displays
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Previously, each glass face used drawAutoLightedCuboid() to draw a
flat cuboid. This also disallowed backface culling, making the
backface culling inconsistent with 'glasslike'.
Use code from 'glasslike' to draw glass faces using drawQuad().
Remove long-unknown top/bottom textures feature:
Makes the code simpler and cleaner.
Never documented, long-unknown and not of much use.
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Previously, 'time_brightness' never fell below the threshold so
night sky colours were not applied.
Increase the threshold value. But now also set it to a value less
sensitive to possible future small changes in 'time_brightness',
by setting it halfway between the 'time_brightness' values for
darkest night and first stage of dawn.
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Set the default value of fall_bobbing_amount to 0.03
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Fixes #7857
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Defaulting to hiding in order to help with Debian/etc distribution.
This could be changed at a later date.
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Increase inset distance of glass faces that is meant to avoid
z-fighting.
Note: Enabling basic shaders made the z-fighting more likely to
happen.
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Create CPack WIX msi Installer for RUN_IN_PLACE=0 builds
Correct paths on Windows for RUN_IN_PLACE=0
Install only required font files
Games have their own components, and "minimal" is optional
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Previously these were both inconsistently close to the screen edge.
'gear icon' has been enlarged to match the width of 'zoom' and 'aux'
buttons.
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Breaks backwards compatibility for good
Bump protocol version
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Mods will now have to initialize the list/slot in order to define the default player hand.
They may use the inventory callbacks to prevent abuse of this list.
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Improve codestyle.
Add clarifying comments.
Use 'movement_gravity' setting and physics override instead of hardcoded value.
Halve number of particles in final 'node dug' burst.
Avoid extremely small, near-invisible particles.
Increase velocity to increase number emerging from within a cubic node.
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Previously, night clouds were almost indistinguishable from night sky,
especially since a recent commit that made night sky brighter.
They were lacking the beautiful luminosity caused by being lit by the
permanently-full moon.
When 'directional_colored_fog = false' allow the dawn/dusk cloud
brightness boost to apply through the night too.
Set an identical minimum cloud brightness for when
'directional_colored_fog = true'.
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Fixes missing/upside-down images on Android.
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The constructor of TestAuthDatabase was called immediately, at a time when the settings weren't initialized properly yet.
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Mapgen Singlenode: Remove 'flags' that duplicates a 'class Mapgen' member.
Dungeongen: Initialise 'MMVManip *vm' to 'nullptr'.
Inventorymanager: Remove assignment error 'found = '.
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This partially reverts 1ec5028
Add option OPENGL_GL_PREFERENCE
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Throws an error about potentially damaged player inventories but proceeds converting the rest of them
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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Damage flash is shortened from 0.98-1.27s to 0.25s-0.33s to reduce
player in-game blindness, especially useful for combat situations.
It is also visually more comfortable.
Camera hurt tilt is made slightly shorter to match in duration.
Both flash and camera tilt are now of similar length to a typical
damage sound, such as the one used by Minetest Game which is 0.27s.
The 3 effects become more synchronised and unified.
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Also run CSM 'on_damage_taken' callback.
Improve function logic and remove 'return'.
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Previously dungeons > decorations > ores.
Decorations depend on the node they are placed on, and ore types are
increasingly able to place large continuous volumes of nodes, such as
strata. Decorations are increasingly being used underground.
The new order avoids a node being changed by ore generation after a
decoration has been placed on it.
The new order also avoids ores appearing in the walls of a dungeon if
the wall nodes match the local stone node.
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Clipped backgrounds are still valid with no size[] tag, as they will apply themselves correctly to any size
Fixes #7197
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This silences a CMake warning introduced in CMAKE 3.11.
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* Really delete things in fs::RecursiveDelete
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Make tunnels wider and use the noise parameters of most other mapgens.
All other underground features are already identical to all other
non-mgv6 mapgens, this final change modernises and improves the tunnels.
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