| Commit message (Collapse) | Author | Age |
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This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
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* 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()).
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"[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.
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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
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(instead of the last incoming sequence number...)
Fixes #4848
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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.
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Fixes a compiler warning on MSVC
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* 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
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Instead of redefining them everywhere.
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Increase active_block_range default to a 3 mapblock radius.
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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.
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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`).
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This used to return "/foo" for "../foo" when it should return the enpty
string (i.e., error removing all relative components).
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This commit makes the game load blocks only if they are not in the
memory.
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The actual menu default comes from defaultsettings.cpp.
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As mgv7 is now the default mapgen i re-checked its tunnel width on request,
discovered they needed to be wider, and have made this change.
This commit widens the identical 3D noise tunnels in the other mapgens in
exactly the same way.
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The network protocol does not support larger than 255 mapblocks.
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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).
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Allow any int value, and properly range check it before casting.
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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.
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Optimise the fetching of global settings 'camera_smoothing',
'cinematic' and 'cinematic_camera_smoothing'.
Cache 'cam_smoothing'.
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When loading a block add liquid-nodes that might flow away or spread to
neighbours to the transforming_liquid queue.
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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.
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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.
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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.
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settings. (#4811)
Optimize/adjust blocks and active blocks sent at the server based on client settings.
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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.
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