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* Mapgen: Make mgv7 the default mapgenparamat2016-12-12
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* Fix computation of viewing range (in blocks) sent to server (#4882)Rogier-52016-12-11
| | | | | | | | Fixes #4878 Also remove an artificial viewing range reduction that (presumably) was added to compensate for miscomputed viewing ranges, and that doesn't seem to be needed any more (thanks to lhofhansl).
* Simple decorations: Fix range check for deco->deco_param2Auke Kok2016-12-08
| | | | Allow any int value, and properly range check it before casting.
* Simple deco: Allow setting param2 value on placementAuke Kok2016-12-07
| | | | | | | | | | | | | Schematics can already be placed with a param2 value, but not simple 1-node plant decorations of the simple type. This adds a `param2` field to the simple deco type that is checked to be between 0 and 255, and put to the placed node at mapgen. This can be used to put a degrotate value in, or e.g. a fill value for leveltype nodes, or a place_param2 value at mapgen placement, or vary the shape of meshoptions plantlike drawtype.
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-07
| | | | | | Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
* Liquids: Update flow on block loadMillersMan2016-12-07
| | | | | When loading a block add liquid-nodes that might flow away or spread to neighbours to the transforming_liquid queue.
* Liquids: Preserve flow state if 'ignore' is a neighbourMillersMan2016-12-07
| | | | | | | Prevent waterfalls from falling down or streams from flowing away when the source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will be interpreted as if the ignored node is a liquid node that just supports the current state of the nodes in question.
* Map::isValidPosition: Return false instead of throwing exceptionMillersMan2016-12-07
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* Optimize block sent: Fix rendering issueLars Hofhansl2016-12-03
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* Biomes: Increase heat and humidity noise spread to 1000paramat2016-12-03
| | | | | | | To avoid smaller biomes when extra biomes are added to MTGame. The addition of bushes in MTGame grasslands makes wood resources easier to find and less distant, so slightly larger biomes are now acceptable, but also desirable to encourage travel and create more sense of adventure.
* Mgv7 floatlands: Various improvementsparamat2016-12-01
| | | | | | | | | | | | Floatland base terrain underside was too thin, causing excessive water leakage through tunnels under lakes, now make it thicker. Floatland mountain terrain had a rim 1 node thick which made it bare stone, now make it 2 nodes thick to merge with the floatland base terrain rim and to have a layer of biome material. Make mountain terrain more exponentially shaped by altering the exponent. Remove unnecessary and potentially ugly MYMAX() applied to n_base_height.
* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* Allow restricting detached inventories to one playersfan52016-11-28
| | | | | | | This combats the problem of sending the hundreds of "creative" / "armor" or whatever detached invs that exist on popular servers to each and every player on join or on change of said invs.
* Limit light_source in the engine (#4814)juhdanad2016-11-28
| | | Since light_source>15 causes crash, it must be limited.
* Fix filepath > RemoveRelativePathComponent unittestsfan52016-11-27
| | | | (was broken by e4ee6548afd01040046ee3780d0fbb121d141251)
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
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* Fix fs::RemoveRelativePathComponents for paths with a leading dot componentShadowNinja2016-11-24
| | | | | | Previously, paths like ./worlds would be resolved to /worlds since the leading dot was considered just as irrelevant as a dot in the middle of the path.
* Fix secure io.linesShadowNinja2016-11-24
| | | | | It used to drop all of the return values from the insecure version of the function.
* Fix secure io.open without modeShadowNinja2016-11-24
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* Make supplying empty formspec strings close the formspec (#4737)orwell962016-11-23
| | | This will only happen if the formname matches or if formname is "".
* No functional changes. Credit gcuZeno-2016-11-23
| | | This merge doesn't make any functional changes. It's a trivial style fix so that @gregorycu can be dual credited along with shadowninja for PR #4800
* Fix superflous shader setting updates (#4800)ShadowNinja2016-11-23
| | | This improves rendering performance by ~40%
* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
| | | | | | Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
* Mgv7: Add optional floatlands, disabled by defaultparamat2016-11-15
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* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
| | | | This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
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* Fix crash when attached object no longer existsRogier2016-11-13
| | | | | | | | | | Active objects that are attached to other objects are not safe from deletion. As a result, the parent object may have a reference to an id of a child's that no longer exists. If at some point an attempt is made to manipulate the child, enviromment->getActiveObject(child-id) returns NULL. Using the NULL pointer causes the crash...
* Add control information to player interacts (#4685)raymoo2016-11-12
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* Halo: Highlight selected faceRealBadAngel2016-11-12
| | | | | This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
* Fixed tooltips not resizing with \n (#4766)lisacvuk2016-11-11
| | | | | | | | | | * Fixed tooltips not resizing with \n * Fixed it for 1.8.4 too. * Fixed not working with Freetype disabled. * Modified it to use Zeno-'s solution.
* Fix incorrect distance computation for visible blocks (#4765)Rogier-52016-11-11
| | | | | | | | The client would not compute the distance from the camera to to a mapblock correctly. The result was that blocks that were in view (i.e. not beyond the fog limit) would not be rendered. With the improved distance computation, a range adjustment that existed in clientiface.cpp is no longer required.
* Fix mob deserialization errors in the client (#4743)Rogier-52016-11-10
| | | | | | | | | The problem was seen while using the mobf mod package. The problem happens when the server serializes entity attachments. Sometimes, such attachments no longer exist. The serialization code skips those. However, the total number of attachments was serialized earlier. Therefore the client expects more than it gets, and logs a serialization error.
* Occlusion culling: Add comments, minor code improvementsparamat2016-11-09
| | | | | Remove unnecessary code. Use '/ 2.0f' because endoff is a float.
* Sky: Draw bottom of the sky box in 'cloudy fog color'Lars Hofhansl2016-11-08
| | | | | | To be identical to the lower half of the skybox sides. Now needed as the skybox base is often seen due to increasingly vertical mapgens.
* Retrieve mapblocks from the server in a sphere, not a cubeLars Hofhansl2016-11-08
| | | | | Use unused range argument in 'isBlockInSight()' to limit mapblock sends to a sphere of radius 'max block send distance'.
* Occlusion culling: Fix 'end offset' distance, half this for centre pointLars Hofhansl2016-11-08
| | | | | 'endoff', the maximum diagonal of a mapblock, was incorrectly calculated. Half this value for the centre point of the mapblock.
* Don't use reduced vertical limits for mapblock send and generationLars Hofhansl2016-11-07
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* Windows: Add manifest file and set "High DPI Aware" trueadrido2016-11-07
| | | | | This resolves washy font and incorrect mouse handling on Windows if a screen with high DPI is used.
* MSVC: Generate debug information for release builds (#4674)SmallJoker2016-11-06
| | | Replace parameters with the equivalent /Ox
* PlayerSAO saving fix (#4734)Ner'zhul2016-11-05
| | | | | PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes. Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
* Fix memory leak in ::safeLoadFile (#4730)Zeno-2016-11-05
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* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
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* Cycle directly to nothing shown instead of showing the profiler graph againlhofhansl2016-11-04
| | | | Fix for previous commit.
* Add debug priv, and allow player to display the scene as wire-frame. (#4709)lhofhansl2016-11-04
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* Add minetest.get_server_uptime() function to Lua API (#4702)Brandon2016-11-02
| | | Add minetest.get_server_uptime() function to Lua API
* Add version APIShadowNinja2016-10-31
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* Lua voxelmanip: Add optional buffer param for 'get param2 data'paramat2016-10-31
| | | | Update lua_api.txt.
* Optionally disable optimization that causes underwater and cave rendering ↵lhofhansl2016-10-30
| | | | glitches. (#4686)
* Fix overloading problems mentioned by clangLoic Blot2016-10-30
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* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
| | | | | | | | | | | | | | | | | * Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer