| Commit message (Collapse) | Author | Age |
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Use runData.dig_time_complete instead of params.time to find out whether it's instant digging.
runData.dig_time_complete is set to something very big if the node can't be dug, whereas param.time is 0 when digging is impossible or it's instant digging. So not using param.time fixes #5728.
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event.KeyInput.Char is a wchar_t, iswprint should be used
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Previously, every particle was rendered by (even if not actually visible to)
the client regardless of distance. This significantly reduced client FPS.
Acts clientside, particle spawners are always sent to clients, but each
particle is checked for distance from the player.
As with 'add particle' the distance limit is set to 'max block send distance'
as this determines how far a client can see.
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Caused by dc5bc6c and them made worse by 5ebf8f9
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NDT_LIQUID is being drawn by MapBlockMesh since a long time ago...
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- Fix the GUI getting messed up when resizing
- Save the input when resizing
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* Fix shift key producing space in console
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Fix #5776
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* Disable or remove unused enum members/functions
* Tiny code style fixes
* Make some functions const
* Replace ClientMediaDownloader std::unordered_map with std::map
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fixes #1811
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be in one of the next lines (#3474)
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* When minimap is disabled in configuration, really disable it
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lua_tonumber overflow in snprintf (12 bytes and only 10 can be written)
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Previously, every individual particle on a server is sent to, and rendered by
(even if not actually visible), every client regardless of distance. This
significantly reduces client FPS and creates unnecessary network traffic.
Maximum distance is set by 'max block send distance' as this determines how far
a client is able to see.
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Also disable CavesRandomWalk at a safer distance from caverns.
Excavating liquids in cavern code is unnecessary as in practice we are already
successfully disabling the generation of liquid caves that could intersect
with caverns and cause excessive amounts of spreading liquids in caverns.
However to be safer this commit now disables liquid caves at a larger distance
from caverns, to compensate for liquid caves being able to generate up to a
mapblock beyond a mapchunk border.
Not excavating liquids in cavern code also allows a feature i am working on in
experimental new core mapgens, but also allows for more flexibility in future.
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This leak was introduced when added cache to MeshUpdateQueue and only occurs when leaving world.
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* Limit properly the sound setting at updateSound runtime step
Fix #5026
* Add a comment
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* Move KeyList & InputHandler from game.h to client/inputhandler.h
We have a header for inputs, move inputhandler class & related keylist object to it
Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined
* Pass clang-format on inputhandler.{cpp,h} (compatible)
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- Split movement keys into separate entries.
- Increase buffer size due to the above change.
- Change capitalisation.
- Remove code-style violating white spaces.
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* Rework escape/pause menu
- Remove build information
- Use current controls instead of default controls
- Add information about the current server in place of the build information
- Add text saying the game is paused to if in singleplayer mode.
rework pause/escape menu
* improve consistency + display server_name
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* Private node metadata that isn't sent to the client
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* Add cancel button to password change menu.
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These caused inability to pass through 2 node high spaces or step up onto slabs
or steps when a new client connected to an older server.
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* read_schematic_replacements: ensure fields are strings
add a type check before reading strings on read_schematic_replacements deserializer
* throw LuaError instead of asserting the whole client
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Recent commit 45ab62d6a3d90ab3b97aec88251a766cb5dd1899 had a coding error that
made climbing out of water difficult due to an incorrect value of the step height
when not 'touching ground'.
It also incorrectly multiplied the custom stepheight by BS, resulting in being
able to step-up 2 nodes if set to the default of 0.6, or even 0.3.
Also the implementation was wrong because it customised the step height when
not 'touching ground', this step height is for a slight rise when catching the
edge of a node during a jump, and should always remain at 0.2 * BS.
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Also remove hardcoded MTGame node.
The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
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* Player attrs: permits to remove an attribute by setting value to nil
When doing player:set_attribute("attr", nil) remove attribute
Also remove a useless check on C++ API part (already done by checkplayer)
Fix #5709
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Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.
Improve docs for custom player collisionbox feature and reformat nearby lines.
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Related to commit 41c5483. Replace an occurrence of luaL_reg in
src/script/lua_api/l_camera.cpp (added by commit de028fc).
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I also optiized FacePositionCache a bit: I removed a map
lookup and vector copy from both branches of getFacePosition.
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This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
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* [CSM] Add camera API
roper rebase & squash
* Address nerzhul's review
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