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IA` since it's not used anymore Server: Handle `TOSERVER_RECEIVED_MEDIA` using `Server::handleCommand_Deprecated` * Network:Remove old opcodes and fix documentation. (#5573)red-0012017-04-22 | * Soft node overlay (#5186)Dániel Juhász2017-04-21 | | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles. * Update server min protocol version to v24 (#5411)Loïc Blot2017-03-19 | | | | | | | | | | * Update server min protocol version to v24 It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14 * Drop protocol v23 and lesser code * Plantlike: Fix visual_scale being applied squaredparamat2017-02-10 | | | | | | | | | | | | | | | | | | This re-applies 2 commits that were reverted. 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. Send sqrt(visual_scale) to old clients. 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. * Revert "Plantlike visual scale: Send sqrt(visual_scale) to old clients"Craig Robbins2017-02-10 | | | | This reverts commit cdc538e0a242167cd7031d40670d2d4464b87f2c. * Plantlike visual scale: Send sqrt(visual_scale) to old clientsparamat2017-01-30 | | | | | | 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. * Add hardware node coloring. Includes:Dániel Juhász2017-01-23 | | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" * Remove client-side chat prediction. (#5055)red-0012017-01-17 | | | Network lag isn't really a big issue with chat and chat prediction makes writing mods harder. * Move TileAnimation code to seperate filesfan52017-01-02 | * Breath cheat fix: server sideLoic Blot2017-01-01 | | | | | | | | | Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer * Fix computation of viewing range (in blocks) sent to server (#4882)Rogier-52016-12-11 | | | | | | | | Fixes #4878 Also remove an artificial viewing range reduction that (presumably) was added to compensate for miscomputed viewing ranges, and that doesn't seem to be needed any more (thanks to lhofhansl). * Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30 | | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings. * Make plantlike drawtype more funAuke Kok2016-08-26 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Adds several new ways that the plantlike drawtype mesh can be changed. This requires paramtype2 = "meshoptions" to be set in the node definition. The drawtype for these nodes should be "plantlike". These modifications are all done using param2. This field is now a complex bitfield that allows some or more of the combinations to be chosen, and the mesh draw code will choose the options based as neeeded for each plantlike node. bit layout: bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant mesh shape: 0 - ordinary plantlike plant ("x" shaped) 1 - ordinary plant, but rotated 45 degrees ("+" shaped) 2 - a plant with 3 faces ("*" shaped) 3 - a plant with 4 faces ("#" shaped) 4 - a plant with 4 faces ("#" shaped, leaning outwards) 5 through 7 are unused and reserved for future mesh shapes. bit 3 (0x8) causes the plant to be randomly offset in the x,z plane. The plant should fall within the 1x1x1 nodebox if regularly sized. bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause the plant mesh to fill out 1x1x1, and appear slightly larger. Texture makers will want to make their plant texture 23x16 pixels to have the best visual fit in 1x1x1 size. bit 5 (0x20) causes each face of the plant to have a slight negative Y offset in position, descending up to 0.125 downwards into the node below. Because this is per face, this causes the plant model to be less symmetric. bit 6 (0x40) through bit 7 (0x80) are unused and reserved for future use. !(https://youtu.be/qWuI664krsI) * Particles: Add option to remove particles on collisionAuke Kok2016-05-28 | | | | | | | | | | | | | | | | | | | | | | | | | Adds the particle option `collision_removal = bool` Some particles are hard to use right now since they either go through solid blocks (without collision detection), and with collision detection enabled they (e.g. raindrops) would just stop dead on the floor and sit there until they expire, or worse, scrape along a wall or ceiling. We can solve the problem by adding a boolean flag that tells the particle to be removed if it ever collides with something. This will make it easier to add rain that doesn't fall through your roof or stick on the top of it. Or clouds and smoke that don't go through trees. Particles that collide with this flag are marked expired unconditionally, causing them to be treated like normal expired particles and cleaned up normally. Documentation is adjusted accordingly. An added bonus of this patch is that particles can potentially collide many times with nodes, and this reduces the amount of collisions to 1 (max), which may end up reducing particle load on the client. * Add option to not send pre v25 init packetest312016-03-15 | | | | | | | | | | | | | | | | | The legacy init packet (pre v25) sends information about the client's password that a server could use to log in to other servers if the username and password are the same. All the other benefits of SRP of protocol v25 are missed if the legacy init packet is still sent during connection creation. This patch adds an option to not send the v25 init packet. Not sending the v25 packet means breaking compat with pre v25 servers, but as the option is not enabled by default, no servers are affected unless the user explicitly flips the switch. More than 90% of the servers on the serverlist support post v25 protocols. The patch also fixes a bug with greying out of non compliant servers being done wrongly, the min and max params were mixed. * Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |