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* --verbose, not --info-on-stderrPerttu Ahola2012-03-11
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* Clean up log messages everywherePerttu Ahola2012-03-11
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* Do not print errors when searching for usable configuration filePerttu Ahola2012-03-11
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* Fix configuration file behaviourPerttu Ahola2012-03-11
| | | | | - Do not rewrite if nothing needs to be changed - Update at program exit, in addition to updating when continuing from main menu to game
* Increase Peer max_packets_per_second (hopefully doesn't break anything)Perttu Ahola2012-03-11
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* Tune "Connecting to server" and "Waiting content" screensPerttu Ahola2012-03-10
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* Chat console, including a number of rebases and modifications.Kahrl2012-03-10
| | | | Defaults modified from original: alpha=200, key=F10
* Starting the game in the pause menu is lame, don't do it\!Perttu Ahola2012-03-10
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* Set fixed FOV for the wielded itemKahrl2012-03-10
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* Different implementation of KeyPress::operator==Kahrl2012-03-10
| | | | Fixes some key mapping issues.
* Make Camera::updateViewingRange more snappy in following the min/max settingsPerttu Ahola2012-03-10
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* Faster player movement and smaller collision boxPerttu Ahola2012-03-10
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* dig_immediate=2 -> 0.5 seconds digging timePerttu Ahola2012-03-10
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* Tidy up server log output a bitPerttu Ahola2012-03-10
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* Clean unit test outputPerttu Ahola2012-03-10
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* Add and tidy up some Server log output for declined connectionsPerttu Ahola2012-03-10
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* Remove servermain.cpp, use main.cpp with a couple of #ifdefs insteadPerttu Ahola2012-03-10
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* Fix addon and configuration file pathsPerttu Ahola2012-03-10
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* Initial directory structure reworkPerttu Ahola2012-03-10
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* Ban and Auth managers use infostream rather than dstreamPerttu Ahola2012-03-10
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* dig_immediate=3 instead of 1 means 0 secondsPerttu Ahola2012-03-10
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* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
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* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-10
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* LuaEntity armor groupsPerttu Ahola2012-03-10
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* ClientActiveObject::debugInfoText()Perttu Ahola2012-03-10
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* Remove header in servermain.cpp to make minetestserver to buildPerttu Ahola2012-03-10
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* Damage groups WIPPerttu Ahola2012-03-10
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* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
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* Small fix in getHitParamsPerttu Ahola2012-03-10
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* Don't draw cracks when digging is impossiblePerttu Ahola2012-03-10
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* itemgroup.h and ItemGroupList typedefPerttu Ahola2012-03-10
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* Tune group digging time stuff a bitPerttu Ahola2012-03-10
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* Digging time groups WIPPerttu Ahola2012-03-10
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* Improve raillike drawtypeJeija2012-03-10
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* Handle select errno EINTR properly (not doing this breaks at least many ↵Perttu Ahola2012-03-08
| | | | profilers)
* Move profiler measurements into inside of mutex locking for more useful resultsPerttu Ahola2012-03-07
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* Add dedicated_server_step settingPerttu Ahola2012-03-07
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* Merge remote-tracking branch 'jn/random-fixes'Perttu Ahola2012-02-28
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| * mesh: warn only once about render-to-target not being supportedJonathan Neuschäfer2012-02-24
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| * tile: remove redundant warning about failing render-to-targetJonathan Neuschäfer2012-02-24
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| * tile: don't duplicate std::string::find_last_ofJonathan Neuschäfer2012-02-24
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| * itemdef: handle the !render-to-target caseJonathan Neuschäfer2012-02-24
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* | Add descriptions to command line argumentsJuhani Numminen2012-02-28
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* | Add minetest.get_worldpath() for getting location for custom dataPerttu Ahola2012-02-28
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* Tune brightness stuff and fog colorPerttu Ahola2012-02-06
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* Set default maximum viewing range to a bit more than default server send ↵Perttu Ahola2012-02-06
| | | | range to make fog work well
* Fix calculating if block is in viewing range; fix fog and default minimum ↵Perttu Ahola2012-02-06
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* Players stay in environment even when dead, damage flash and fall damage fixesKahrl2012-02-05
| | | | | | Don't set m_removed on dead players (dead players are indicated by hp == 0). Local damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
* Modify light values to work a bit better with non-smooth lightingPerttu Ahola2012-02-05
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* Set better visual light levelsPerttu Ahola2012-02-02
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