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* Add [resize texture modifier Resizes the texture to the given dimensions.SmallJoker2016-05-09
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* Defaultsettings/Android: Increase 'max block generate distance' to 3paramat2016-05-08
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* Fixes #4098 ce8a9ed didn't quite go far enough, and left this bug ingregorycu2016-05-08
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* Chat: Keep scroll position constant in ChatBuffer::deleteOldest()Kahrl2016-05-08
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* Optimize default settings for Android buildMaksim Gamarnik2016-05-07
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* Run unescape_enriched *after* unescape_string.Ekdohibs2016-05-07
| | | | | | Doing it the other way round was a mistake, since it breaks minetest.formspec_escape with escape sequences that contain special characters.
* Make dropdowns show the string that was their argument.Ekdohibs2016-05-07
| | | | | This makes it work even if it contains escape sequences, which didn't work before.
* Android: Increase player_stepheight for thicker snow nodeboxMaksim Gamarnik2016-05-06
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* Update settings translation file and minetest.conf.exampleest312016-05-05
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* Fix holding down F10 (open console) causing GUI to freezeCraig Robbins2016-05-04
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* Settings_translation_file: Update mapgen with cave width parameterparamat2016-05-03
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* Fix Windows buildCraig Robbins2016-05-02
| | | | | Fixes the issue introduced by c1a0ebb (Fix use of uninitialised variable in class Event) causing Windows builds to fail
* FileSelectMenu: Fix formspec parsing broken by Irrlicht file-chooserKahrl2016-05-01
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* find_path: consider walkable instead of CONTENT_AIRAuke Kok2016-05-01
| | | | | | | | | | | | | | | | | | | The path finding code works fairly well except that it considers anythin not CONTENT_AIR to be "above the surface". This results in paths that are unwalkable for entities since e.g. plants are not walkable. The path would force them to jump on top of grass plants, etc.. The obvious solution is not to use CONTENT_AIR as a criteria, but instead distinguish between walkable and non-walkable nodes. This results in paths that properly walk through grass nodes. This was extensively tested by a flock of electric sheep. Note that for underwater purposes this changes the behaviour from "the surface is walkable" to "ignore water entirely" making the path go across the water bottom, and pathing fail likely from the water surface. This is intentional.
* Pathfinder: improve GridNode storageest312016-05-01
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Before, the GridNodes were stored in vector<vector<vector<T>>>, and initialized in advance. Putting three vectors inside each other puts lots of unneccessary stress onto the allocator, costs more memory, and has worse cache locality than a flat vector<T>. For larger search distances, an the array getting initialized means essentially O(distance^3) complexity in both time and memory, which makes the current path search a joke. In order to really profit from the dijkstra/A* algorithms, other data structures need to be used for larger distances. For shorter distances, a map based GridNode storage may be slow as it requires lots of levels of indirection, which is bad for things like cache locality, and an array based storage may be faster. This commit does: 1. remove the vector<vector<vector<T>>> based GridNodes storage that is allocated and initialized in advance and for the whole possible area. 2. Add a vector<T> based GridNodes storage that is allocated and initialized in advance for the whole possible area. 3. Add a map<P,T> based GridNodes storage whose elements are allocated and initialized, when the path search code demands it. 4. Add code to decide between approach 2 and 3, based on the length of the path. 5. Remove the unused "surfaces" member of the PathGridnode class. Setting this isn't as easy anymore for the map based GridNodes storage.
* Pathfinder: use core::aabbox3d instead of own typeest312016-05-01
| | | | | There is no need to reinvent the wheel here, we have great classes from irrlicht.
* Pathfinder: Fix styleest312016-05-01
| | | | | | | | | | | * Fix naming style for methods and classes: Use camelCase for methods and PascalCase for classes as code style demands it. And use sneak_case for methods that are not member of a class. * Replace "* " with " *" for Pointers * Same for references * Put function body opening braces on new line * Other misc minor non functional style improvements
* Move pathfinder classes to cpp fileest312016-05-01
| | | | | | | | | | | | | | | There is no need to put them into the header, they are solely used inside the pathfinder. Another advantage of this change is that only the pathfinder.cpp has to be compiled if PATHFINDER_DEBUG gets defined or undefined, not all files including the .h. This commit moves the pathfinder classes to the cpp file without modifications. Also, the PATHFINDER_DEBUG macro gets moved to the cpp file and the PATHFINDER_CALC_TIME macro gets moved to a plce where it actually does work.
* Fix use of uninitialised variable in class EventCraig Robbins2016-05-01
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* Use MoveFileEx to rename files on Windows (not rename)gregorycu2016-05-01
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* Fix POSIX C++11 buildShadowNinja2016-04-30
| | | | I broke this in 46fd114e9a4e05b74576dce682e24357363298e7.
* Fix prepreprocessor error in thread.h (related to C++11 threads)Craig Robbins2016-04-30
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* Mapgen: Make 3D noise tunnels' width settableparamat2016-04-28
| | | | | | Correct parameter names mg_valleys to mgvalleys Remove biome NoiseParams from MapgenValleysParams Improve format of parameter code
* Fix race on thread creationShadowNinja2016-04-28
| | | | This often broke the threading tests on OSX.
* Mainmenu: Standardize the menu button order and sizesSmallJoker2016-04-28
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* Handle particle spawners in env and delete expired idsobneq2016-04-28
| | | | Rebased by Zeno (2016-04-2016)
* Inventory: Make ItemStack with different metadata not stackableXunto2016-04-26
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* tile.cpp: Automatically upscale lower resolution textureSmallJoker2016-04-25
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* Make GUIEngine use pause_fps_max not fps_maxgregorycu2016-04-24
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* Escape more strings: formspecs, item descriptions, infotexts...Ekdohibs2016-04-24
| | | | | | Also, change the escape character to the more standard \x1b Thus, it can be used in the future for translation or colored text, for example.
* Fix bug that was leading to oversized tooltips containing multiline text ↵Xunto2016-04-23
| | | | when it have multiple lines
* Make logging use a fixed-length buffer to avoid race conditions.Ekdohibs2016-04-21
| | | | | | | Previously, race conditions occurred inside logging, that caused segfaults because a thread was trying to use an old pointer that was freed when the string was reallocated. Using a fixed-length buffer avoids this, at the cost of cutting too long messages over seveal lines.
* Biomes: Make dust fallback 'ignore' to fix y = 63 lightingparamat2016-04-21
| | | | | | The shadow bug at y = 63 was caused by dark air being placed as dust, when the biome dust was unspecified it was falling back to 'air' In dustTopNodes only dust == 'ignore' will disable dust placement
* Mgv7: Combine mountain terrain generation with base terrain generationparamat2016-04-20
| | | | | | | | | | | | Previous mountain terrain generation was by necessity placing stone in air, this was removing air from any overgenerated structures such as tunnels, dungeons and large caves Moving it into the base terrain generation loop ensures that only 'ignore' is replaced generateRidgeTerrain: only return if node_max.Y < water_level - 16 Previously, if water level was set a few nodes above a mapchunk border the river channel was only partially excavated
* Add option to disable entity selectionboxes. (#3992)TriBlade92016-04-14
| | | | Setting only loaded once, default value is to enable them.
* Fix inventory hud scalingrubenwardy2016-04-12
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* Mgv7, mgflat, mgfractal: Tunnel generation code optimisationparamat2016-04-12
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* Mgv5: Optimise tunnels, add biome material in entrancesparamat2016-04-12
| | | | | | Place biome top node on tunnel entrance floor Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps
* Mgvalleys: Don't let cavegen place biome nodes everywhereparamat2016-04-12
| | | | | | | Fix use of 'air_above' bool so that biome nodes are only placed in tunnel floors Minor code improvements 'Continue' when massive cave air is placed
* Fix hotbar placement on displays with low screen densityPilzAdam2016-04-11
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* Hud: Cache hud_scaling, fix minor style issueskwolekr2016-04-10
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* Hud: Fix offset being ignored by inventory barrubenwardy2016-04-10
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* Update CSRP-GMP to commit deaa11a7c29a73008est312016-04-10
| | | | | | | Backports 10 commits, with 8 commits actually affecting source code: https://github.com/est31/csrp-gmp/compare/695822e45d9ca48b75b4ec1af1b4eea19139f8b1...deaa11a7c29a730087380da231e785909ad21630
* Mapgen: Optimise cave noises and tunnel excavationparamat2016-04-08
| | | | | | Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps Move some old unused code in mgv7 to end of file
* Re-add and disable blit_with_interpolate_overlaykwolekr2016-04-07
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* Fix #3955 (player dying on login).Nathanaël Courant2016-04-06
| | | | | | It was caused by player not moving because fall was prevented, but their velocity still increasing, causing fatal fall damage when world was finally loaded. This commit fixes it by setting player velocity to zero when the world around them is not loaded.
* Fix compiler warnings from "Add an option to colorize to respect the ↵Samuel Sieb2016-04-06
| | | | | | | destination alpha" Fix warnings added by commit 01ae43c48009f816f4649fae2f7f6997452aa6cf Fixes #3952
* Add an option to colorize to respect the destination alphaSamuel Sieb2016-04-03
| | | | Also, rework the colorizing code to be more efficient.
* Dungeongen: Update disabled torch placement codekinokoio2016-04-03
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* Fix nametag hidingest312016-04-02
| | | | | | | | | Commit c3b279750ece0b5144bf8e973d55108347462223 "Move object nametags to camera" has added a regression to still display a shadow if their alpha got set to 0.