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* Fix some issues with minetest.clear_craft (#8712)Paul Ouellette2019-08-10
| | | | | | | | | | | * Fix some issues with minetest.clear_craft - Fix memory leak - Fix crafts with an output count not being cleared when clearing by input. - Fix recipe list being reversed when clearing by input. * Add CraftInput::empty()
* Merge pull request #8776 from osjc/FixGetNodeJozef Behran2019-08-10
| | | Finish getNode cleanup
* Implement adding velocity to player from Luasfan52019-08-10
| | | | The intended usecase is knockback, but there's potential for more.
* Allow customizing chat message format (#8529)ANAND2019-08-08
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* guiVolumeChange: Fix child not being removedANAND2019-08-08
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* Avoid crash caused by, and improve, 'findSpawnPos()' (#8728)Paramat2019-08-07
| | | | | | | | | | | | | | | | Avoid an unsuitable spawn position (which if outside mapgen limits can cause a crash) if the main 0-3999 loop reaches its end. Fallback to a spawn at 0,0,0. Check the mapgen-returned 'spawn_level' value for being outside limits. When 'air_count' reaches 2, move back down 1 to spawn in the lower empty node. If the spawn position is disallowed by 'objectpos_over_limit()', 'break' from loop instead of 'continue' because positions above are probably also over limit. Reset 'air_count' to 0 if an obstruction is found, to make 'air_count' consecutive empty nodes. Allow spawn in 'airlike' drawtype nodes such as mod-added vacuum, alien atmospheres, fog etc. Add clarifying comments and improve codestyle.
* Game: Fix double BS multiplicationSmallJoker2019-08-07
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* Client::Interact: Use InteractAction enum instead of numeric constantsANAND2019-08-07
| | | | This replaces the magic numbers used as interaction modes both client-side and server-side, primarily for the sake of ease-of-readability.
* Unify wield item handling (#8677)SmallJoker2019-08-07
| | | | This moves the wield item functions to Player and the tool utils for range calculation Also 'local_inventory' was removed due to redundancy in Client
* guiConfirmRegistration: Set focus to text field (#8761)ANAND2019-08-07
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* Hide chat when console is open (#8656)ANAND2019-08-07
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* Fix inventory_overlay for nodes without inventory_image (#8433)DS2019-08-07
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* Optimize usage of TOSERVER_GOTBLOCKS packetsfan52019-08-07
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* Do not add group values of zero to group lists. (#8751)Beha2019-08-07
| | | | | | | | | | This fixes an issue where when the engine looked up groups (for example, in ABM node names), NodeDefManager's m_group_to_items would contain nodes with a group value of zero, resulting in nodes with flammable = 0 being burned by a fire mod with a group:flammable checking ABM. It brings consistency to the behaviour described in the api documentation, where zero and nil groups should be the same.
* Clean up and fix freetype=false crashes (#8641)SmallJoker2019-08-06
| | | | | A IGUIFont of type bitmap/vector cannot be converted to CGUITTFont Fixes various segfaults in gameplay Shorter font cache code, cleaned up (?)
* Mapgen Flat: Fix and improve getSpawnLevelAtPoint() (#8756)Paramat2019-08-06
| | | | | | Previously, this wrongly returned ground level (a position containing a solid node) as spawn level. Return ground level + 2 (+ 2 to spawn above biome 'dust' nodes). Improve codestyle and make more consistent with generateTerrain().
* Fix binary-string confusion in client network codesfan52019-08-04
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* Unify GLES support in gui scaling filtersfan52019-08-04
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* Unify OpenGL ES supportsfan52019-08-04
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* Let ENABLE_GLES appear in cmake_config.h and change its functionalitysfan52019-08-04
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* Add formspec testing to test mod in minimalrubenwardy2019-08-03
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* Add styles to most elementsrubenwardy2019-08-03
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* Add style[] tag with button supportrubenwardy2019-08-03
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* Add custom colorable GUIButton implementationrubenwardy2019-08-03
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* Fix negative offsets not being supported by container[]rubenwardy2019-08-03
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* Correct ServerActiveObject's virtual getArmorGroups() to be const.Beha2019-08-01
| | | | | | Due to commit ec3142a , UnitSAO's getArmorGroups() did not match ServerActiveObject's, notably resulting in the lua get_armor_groups() call returning nothing.
* Mainmenu: Use textarea in error formspecsSmallJoker2019-08-01
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* Group "immortal" also protects players from damageWuzzy2019-08-01
| | | | | | | | | | Document new meaning of immortal=1 for players Disable breathing if player is immortal Hide builtin statbars if player immortal (delayed) Co-authored-by: ClobberXD <ClobberXD@gmail.com>
* Allow toolcaps to override the built-in times for dig_immediatesfan52019-07-31
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* Sky: Refactor of moon and sun drawing (#8683)Methacrylon2019-07-30
| | | Split sun and moon render parts from the main render function.
* Move the clamping of hp/breath when their maximums change to ↵Beha2019-07-30
| | | | | read_object_properties(). (#8689) This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
* Rename guiScrollBar to GUIScrollBarDS-Minetest2019-07-29
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* ContentCAO: Fix broken attachments on join (#8701)SmallJoker2019-07-29
| | | | | | | | | | | | | What happened: 1) Object data is received. Client begins to read the data 2) Client initializes all its children (gob_cmd_update_infant) 3) Children try to attach to parent (yet not added) 4) Parent initializes, is added to the environment And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node. The solution here is to: 1) Use the same structure as ServerActiveObject 2) Attach all children after the parent is really initialized
* guiScrollBar: move directly to clicked pos if clicked into trayDS-Minetest2019-07-28
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* Check for 'action' field in ABMs & LBMsSmallJoker2019-07-27
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* Prefix RecipePriority elements with PRIORITY_Paul Ouellette2019-07-27
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* Initialize priority in CraftDefinition constructorsPaul Ouellette2019-07-27
| | | | | The priority is used by getCraftResult, which may be used before initHash is called.
* Fix missing item images clipping in formspecs (#8652)Pierre-Yves Rollo2019-07-26
| | | | | | | | * Fix clipping of itemimage * Code style * More code styling
* Initialise 'seabed_height' to avoid compilation warning (#8715)Paramat2019-07-26
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* Re-order mapgens in mainmenu and 'all settings' mapgen selection (#8705)Paramat2019-07-25
| | | | | | v6 always last to discourage selection. Special mapgens flat, fractal, singlenode, next to last. Of these, singlenode last to discourage selection. Of the remaining, v5 last due to age, v7 first due to being the default.
* Mgfractal: Make non-fractal terrain optional (#8702)Paramat2019-07-25
| | | | | | Enabled by default. Only allow spawn on fractal, not on seabed terrain. Various codestyle and comment improvements.
* Removed debug.upvaluejoin to prevent leak of insecure environmenty2019-07-24
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* Document the deprecation of hardcoded cave liquids (#8692)Paramat2019-07-20
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* Optimize getting active objects a bit. #8674Lars Hofhansl2019-07-16
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* Dungeons: Make multiple large rooms possible (#8678)Paramat2019-07-16
| | | | | | | | | Re-add the random size range for large rooms. Remove 'first_room_large' bool. Add 'large_room_chance' parameter that can disable large rooms, specify 1 large room, or specify a chance for large rooms. If 1 or a chance is specified, the first generated room is large, to take advantage of the intersection checks that are done for the 1st room only.
* Move more dungeon parameter selection to mapgens (#8653)Paramat2019-07-09
| | | | | | | | | | Move 'num_dungeons' to 'DungeonParams'. Add new parameter 'num_rooms' to replace 'rooms_min' and 'rooms_max', so that the mapgen has complete control over the number of rooms. Add new bool 'first_room_large' so that the mapgen chooses this instead of a hardcoded 1 in 4 chance. Add new parameter 'room_size_large' to replace 'room_size_large_min' and 'room_size_large_max', so that the mapgen has complete control over this.
* Do predict when sneak-place to node with on_rightclickDS-Minetest2019-07-08
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* Improve ABM time budget handling. #8645Lars Hofhansl2019-07-07
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* Dungeongen: Remove most hardcoded dungeon nodes (#8594)Paramat2019-06-30
| | | | | | | | | | | | | | | Biome-defined dungeon nodes was added as a feature to MT 5.0.0. So now remove most of the hardcoded dungeon node code that assumes a game has stone, sandstone, desert stone, and no other stone types. If biome-defined dungeon nodes are not found, dungeon nodes fall back to the 'cobble' mapgen alias if present, if not present they fall back to biome-defined 'stone'. Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games now only need to define 3 to 5 mapgen aliases. Document dungeon parameters. Make c_lava_source fallback to c_water_source as both are used as cave liquids.
* Optimize and unify mesh processing (#7851)Vitaliy2019-06-28
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