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* Add color names from web page referenced in luaapi docsapier2017-01-15
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* Only set material flag on rendered meshes (#5023)lhofhansl2017-01-14
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* Fix build with freetype support disabledsfan52017-01-14
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* Fix another missing const reported by clang & @sfan5Loic Blot2017-01-14
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Fix missing const in ServerActiveObject::getStaticDataLoic Blot2017-01-14
| | | | | | This fixes #5033 Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Organize defaultsettings.cppShadowNinja2017-01-13
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* Main menu tweaksShadowNinja2017-01-13
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* Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Cleanup content_sao by factorizing similar code partsRogier2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Enable mod security by defaultShadowNinja2017-01-13
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* Meshes: Make object mesh face shading consistentparamat2017-01-13
| | | | | | | | | Previously, object meshes had their North and South faces darker than East and West faces, the opposite of nodes and meshnodes. This commit corrects this. State constants as float-literals not double-literals. Simplify code. Add comment.
* Make nametag removable with set_nametag_attributes (#5021)Rui2017-01-11
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* Cleanup some header inclusions to improve compilation timesLoic Blot2017-01-11
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* Performance fix + SAO factorizationRogier2017-01-11
| | | | | | | | | | Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Add staticdata parameter to add_entity (#5009)Rui2017-01-09
| | | | | * Add staticdata parameter to add_entity * Add add_entity_with_staticdata to core.features
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* support older PostGreSQL versions (#4999)zeuner2017-01-09
| | | | | | | * support older PostGreSQL versions * documentation accuracy * improve performance by affecting less rows in UPDATE queries
* Map generation limit: Cache as 'const' not 'const static'paramat2017-01-08
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* Map generation limit: Fix checks for block/sector over-limitparamat2017-01-08
| | | | | | | | | | | | | | Fix the maths that check if any part of a mapblock or sector is over the set map_generation_limit. Therefore avoid the loading of any over-limit blocks that were previously generated when map_generation_limit was larger. The set limit can vary for a world because it is not yet a per-world mapgen parameter, even when it is sometimes it will be changed deliberately. Therefore avoid a player being returned to world centre if they re-enter a world while being over-limit. Fix the createSector() crash caused by a mob spawning over-limit in an over-limit mapblock
* Minor: Fix indentation in serverenvironment.cppLars Hofhansl2017-01-08
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* Move ServerEnvironment to dedicated cpp/header filesLoic Blot2017-01-08
| | | | * also cleanup some unneeded inclusions
* Move ClientEnvironment to dedicated cpp/header filesLoic Blot2017-01-08
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* Get neighbor from same map block if possible in ABMHandler (#4998)lhofhansl2017-01-08
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* Revert "Extend minetest.is_yes()"sfan52017-01-07
| | | | This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
* Extend minetest.is_yes()red-0012017-01-07
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* Fixes for using std:vector in ABMHander and further perf improvementsLars Hofhansl2017-01-04
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* Use std::vector instead of std::map in class ABMHandlerRogier-52017-01-04
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* Improve getPointedThing() (#4346)Dániel Juhász2017-01-04
| | | | | | | | | | | | | | | | | | | * Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
* Pull occlusion check out of loop, and minor code cleanups.Lars Hofhansl2017-01-03
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* Add 2D sheet animation for nodessfan52017-01-02
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* Added "[sheet" to the texture special commands.Luke Puchner-Hardman2017-01-02
| | | | | | | | "[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles on it and crops to the tile at position X,Y. Basically it works like "[verticalframe" but in 2D. For testing, I combined the four default_chest images into one.
* Move TileAnimation code to seperate filesfan52017-01-02
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* Fix non reverted change on TOSERVER_BREATH compatLoic Blot2017-01-01
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* Breath cheat fix: server sideLoic Blot2017-01-01
| | | | | | | | | Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer
* Fix interact range check (thanks to @lhofhansl)sfan52016-12-29
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* Use the outgoing split sequence number for every outgoing packet (#4864)Rogier-52016-12-29
| | | | | (instead of the last incoming sequence number...) Fixes #4848
* Redo light.cpp.Auke Kok2016-12-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Remake the light_decode_table. The table starts out without pre-filled in values since those are always discarded by the code apparently. We calculate a pseudo curve with gamma power function, and then apply a new adjustment table. The adjustment table is setup to make the default gamma of 2.2 look decent: not too dark at light level 3 or so, but too dark at 1 and below to be playable. The curve is much smoother than before and looks reasonable at the whole range, offering a pleasant decay of light levels away from lights. The `display_gamma` setting now actually does something logical: the game is darker at values below 2.2, and brighter at values above 2.2. At 3.0, the game is very bright, but still has a good light scale. At 1.1 or so, the bottom 5 light levels are virtually black, but you can still see enough detail at light levels 7-8, so the range and spread is adequate. I must add that my monitor is somewhat dark to begin with, since I have a `hc` screen that doesn't dynamic range colors or try to pull up `black` pixels for me (it is tuned for accurate color and light levels), so this should look even better on more dynamic display tunings.
* Dont compare short with bool (#4963)adrido2016-12-28
| | | Fixes a compiler warning on MSVC
* Irrlicht 1.9 supportsfan52016-12-26
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* Various anticheat improvementssfan52016-12-26
| | | | | | | * Calculate maximum interact distance from wielded tool * New "interacted_while_dead" cheat_type for the Lua API * Disallow dropping items while dead * Move player to spawn before resurrecting them
* Move PP() and PP2() macros to basic_macros.hRogier2016-12-24
| | | | Instead of redefining them everywhere.
* Process ABMs in a spherical volume instead of cubicLars Hofhansl2016-12-24
| | | | Increase active_block_range default to a 3 mapblock radius.
* Make minetest abort on lua panicRogier2016-12-24
| | | | | | | Currently, lua does a regular exit() after a lua panic, which can make a problem hard to debug. Invoking FATAL_ERROR() instead will print some useful information, and abort() minetest, so that a debugger can be used to analyze the situation.
* Don't ship with broken languages (#4940)est312016-12-21
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* Disable mod security by default (closes #4944)sfan52016-12-21
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* Fix warning reported by clang (possible bug in Settings lua api)sfan52016-12-21
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* Limit drawing rect of selected item to viewport size (fixes #4341)sfan52016-12-20
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* Security: Fix resolving of some relative pathsShadowNinja2016-12-20
| | | | | | | | | | | | | Trying to resolve a path with RemoveRelativePathComponents that can't be resolved without leaving leading parent components (e.g. "../worlds/foo" or "bar/../../worlds/foo") will fail. To work around this, we leave the relative components and simply remove the trailing components one at a time, and bail out when we find a parent component. This will still fail for paths like "worlds/foo/noexist/../auth.txt" (the path before the last parent component must not exist), but this is fine since you won't be able to open a file with a path like that anyways (the O.S. will determine that the path doesn't exist. Try `cat /a/../etc/passwd`).
* Fix RemoveRelatvePathComponentsShadowNinja2016-12-20
| | | | | This used to return "/foo" for "../foo" when it should return the enpty string (i.e., error removing all relative components).
* Mod security: Allow read-only access to all mod pathsShadowNinja2016-12-20
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