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* Minor code improvements around active block keepingsfan52022-05-29
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* Immediately activate blocks when a player joinssfan52022-05-29
| | | | | | issue: #10884 This makes it possible for objects to immediately be activated, but doesn't guarantee it since blocks may still need be emerged.
* Remove debug.get/setmetatable from security whiteliststefan2022-05-29
| | | | fixes #12216
* Handle lua entity HP changes correctly (like punches)sfan52022-05-29
| | | | fixes #11975
* Make sure real disconnect reason isn't overwrittensfan52022-05-29
| | | | bug introduced in 2f32044273d107e82fb1c35d4a0f616fa480cdf0
* Fix linking with Postgres libs on older cmake versionssfan52022-05-29
| | | | closes #12149
* Remove remains of video mode queryingsfan52022-05-29
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* Get rid of node metadata when it becomes emptysfan52022-05-29
| | | | fixes #8943
* Optimize Server::sendMetadataChanged a bitsfan52022-05-29
| | | | The distance check also never worked as intended, now fixed.
* Add API function to invoke player respawnsfan52022-05-29
| | | | closes #12272
* Protect a few more settings from being set from modssfan52022-05-29
| | | | Of those settings main_menu_script has concrete security impact, the rest are added out of abundance of caution.
* Map opaque waving leaves to allfaces drawtypesfan52022-05-29
| | | | fixes #9842
* Improve a translation stringsfan52022-05-29
| | | | fixes #11442
* Force-update shadows when the world is changed (#12364)x20482022-05-26
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* Reduce size of ContentFeatures structuresfan52022-05-26
| | | | | | On my system this is a reduction from 4664 to 3704 bytes. This is not for the sake of saving RAM but ensuring commonly used structures fit into caches better.
* Get rid of global buffer that would ruin concurrent MapBlock serializationsfan52022-05-26
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* Improve code in mapblock_mesh.cpp a bitsfan52022-05-26
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* Quantize light frustum calculations (#12357)x20482022-05-23
| | | | | | | * Quantize light frustum calculations Reduces shadow flicker * Fix function name to match conventions
* Fix hash implementation for SerializedBlockCachesfan52022-05-23
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* Use unordered_map instead of map for MapSectorsRichard Try2022-05-23
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* Add missing concurrency protection in logger (#12325)paradust72022-05-23
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* Fix no_texture.png for unknown nodes with ID < 125 (#12329)Wuzzy2022-05-23
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* Replace all uses of core::list with std::list (#12313)paradust72022-05-22
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* Fixes needed to use irrArray backed by std::vector (#12263)paradust72022-05-22
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* Don't ignore server disconnects in client codesfan52022-05-21
| | | | | If the server stops talking to us without saying bye we should actually end the in-game session with an error message.
* Optimize JSON string (de)serialization routinessfan52022-05-21
| | | | | | stringstreams were shown to be slow when reading/writing single characters and there is lots of potential by having functions perform on existing buffers whenever possible.
* Improve testSerializeJsonString unit testssfan52022-05-21
| | | | | this also removes the requirement that / is escaped, there is no reason for doing so.
* Deprecate game.conf name, use title instead (#12030)rubenwardy2022-05-21
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* Improve shadow filters (#12195)x20482022-05-21
| | | | | | | | | * Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
* Fix lighting of upright_sprite entities (#12336)x20482022-05-20
| | | Use MeshNode materials to set the light since ReadOnlyMaterials is now false
* Fix lighting of the wield mesh (#12341)x20482022-05-20
| | | | | * Assign node light to player before final color blend. Fixes day/night lightbank ratio for wield meshes * Update wield mesh light when changing mesh
* Use std::map instead of core::map (#12301)paradust72022-05-18
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* Remove confusing message in keybindings menusavilli2022-05-17
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* Initialize wield mesh color when wield_image is setDmitry Kostenko2022-05-15
| | | | #12245
* Use native packer to transfer globals into async env(s)sfan52022-05-10
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* Support packing arbitrary graphs (#12289)Jude Melton-Houghton2022-05-10
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* Fix cooking and fuel crafts with aliasesJude Melton-Houghton2022-05-10
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* Fix possible unreliable behavior due to uninitialized variablesOctavian2022-05-10
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* Add more Prometheus metrics (#12274)sfan52022-05-09
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* HUD: Update selection mesh every frame (#12270)Lars Müller2022-05-09
| | | Fixes outdated selection boxes after entity property changes.
* Consolidate some data structures in MapBlockMeshsfan52022-05-08
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* Cache serialized mapblocks during sendingsfan52022-05-08
| | | | | | | This reduces the (absolute) time spent in Server::SendBlocks() from 700ms to 300ms (relative) share of MapBlock::serialize() from 80% to 60% in a test setup with 10 players and many block changes
* Fix mapblock geometry optimisation not workingROllerozxa2022-05-08
| | | | Caused by the depth sorting PR marking not only transparent nodes to be ignored but also opaque ones with the TILE_MATERIAL_BASIC material type
* Add benchmarks for json string serialize/deserialize (#12258)paradust72022-05-06
| | | Co-authored-by: sfan5 <sfan5@live.de>
* Enable chat clickable weblinks by default (#12115)Froggo2022-05-06
| | | Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Fix Windows Visual Studio actions (#11176)LoneWolfHT2022-05-04
| | | Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Avoid rendering invisible faces of simple nodeboxes (#12262)x20482022-05-04
| | | | | | * Skip rendering faces adjacent to opaque nodes * Cancel out opposite faces of adjacent nodebox nodes of the same type Fixes #6409
* hud_get: Return precision field for waypoints (#12215)Lars Müller2022-05-04
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* guiScalingFilter: Fix most memory leaks (#12256)SmallJoker2022-05-04
| | | | Calls to the cache function ended up creating a new texture regardless whether the texture is already cached.
* Make logging cost free when there is no output target (#12247)paradust72022-05-04
| | | | | The logging streams now do almost no work when there is no output target for them. For example, if LL_VERBOSE has no output targets, then `verbosestream << x` will return a StreamProxy with a null target. Any further `<<` operations applied to it will do nothing.