| Commit message (Collapse) | Author | Age |
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Gravel now falls back to stone.
Gravel is not a particularly fundamental node, allowing it to fall back
to stone frees up subgames from having to include a gravel node.
Non-blob-ore gravel is only present in mgv6 as extremely rare 'gravel
biomes'.
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As with the other mapgens, now that wide stairs in dungeons are
possible we can now finally add stairs to desert stone dungeons.
Re-order some lines.
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Add a fallback node for stair_desert_stone to avoid ignore placed
in Minimal subgame desert dungeons.
Don't allow river_water_source to fallback to water_source as river
water needs to be non-renewable and have a short flow range.
Make stair_sandstonebrick fall back to sandstonebrick instead of
sandstone.
Re-order some lines.
Add a comment.
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The return value should be interpreted as a boolean saying whether
the lua on_punch function handled damage or the system needs to.
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Fix missing decorations at horizontal chunk borders by adding
'updateHeightmap()' after terrain generation.
Swap order of 'calculateNoise' and 'calcBiomeNoise' because
'calculateNoise' modifies the heat and humidity maps created in
'calcBiomeNoise'.
Remove confusing comment, code block is not just for mods and
seems essential for correct mapgen behaviour.
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Previously, m_move_pool could accomodate the client moving from the new
position to the old one, and the server accepted the client to go back
to its old position. However, it couldn't then accomodate the client
moving from its old to its new position, and therefore would reset position
to the old position. Thus, by emptying m_move_pool after a teleport, the
server no longer accepts the client to go back to its old position. A
drawback is however that a laggy client *will* trigger a few
"moved_too_fast" anticheats before being told about its new position.
Don't report player cheated if caused by lag.
Fixes #5118
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Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
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Allows colorizing of textures using a color multiplication method.
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Due to a rebase mistake halo highlighting was disabled. This commit
re-adds that feature.
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For Game::openConsole() and GUIChatConsole::openConsole() the
parameter name 'height' is misleading because it's actually a
percentage of the screen/window height.
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If a newly spawned thread called getThreadId or getThreadHandle before
the spawning thread finished saving the thread handle, then the
handle/id would be used uninitialized. This would cause the threading
tests to fail since isCurrentThread would return false, and if Minetest
is built with C++11 support the std::thread object pointer would be
dereferenced while ininitialized, causing a segmentation fault.
This fixes the issue by using a mutex to force the spawned thread to
wait for the spawning thread to finish initializing the thread object.
An alternative way to handle this would be to also set the thread
handle/id in the started thread but this wouldn't work for C++11
builds because there's no way to get the partially constructed object.
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Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.
Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
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* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call
Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")
Attributes are saved as a json in the player file in extended_attributes
key
They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
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The do .. while loop is waiting for both dir.X and dir.Z to be non-zero,
so should continue to loop if either dir.X or dir.Z are zero. The brackets
present suggest this was intended to be OR not AND.
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Desert and sandstone dungeons have 2 node wide corridors. Previously,
nodebox stairs were disabled because dungeon generation code did not
support nodebox stairs wider than 1 node, now it does.
Add 'stair desert stone' content id to MappgenBasic.
Requires 'mapgen stair desert stone' to be added to Minetest Game.
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My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.
Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.
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Fixes #4799
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Note: Smooth lighting disables the mesh cache.
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invocations of add_particle{,spawner} (fixes #5108)
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The default of 15 is unchanged.
7 degrees is x10 magnification which is common for binoculars.
Alter hardcoded limits in camera.cpp:
Minimum 7 degrees.
Maximum 160 degrees to match upper limits in advanced settings.
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Previously, code did not support stair nodeboxes in corridors wider
than 1 node.
Make stair nodeboxes full width even in corridors with different
widths in X and Z directions.
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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2f56a00d9eef82052614e5854a07b39b087efd0b)
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os.exit will exit not using proper resource liberation paths.
Mods should call the proper exit mod using our API
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Add show_statusline_on_connect setting
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Send texture modifier to clients connecting later too
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Neither flag as force delete nor show the warning when mapblock is full and object is a player
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This fixes #4067
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This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
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Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
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* Added lua tracebacks to some errors where you have been blind to what actually went wrong
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