| Commit message (Collapse) | Author | Age |
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* Also remove 1 non declared but defined functions
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This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.
Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
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The common part can be reused.
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* Also remove 2 non declared but defined functions
* Make some functions around const ref changes const
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* Also remove InventoryList::peekItem unused function
* Fix some post increment to preincrement reported by cppcheck
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Some information in conf.example cannot be generated from
settingtypes.txt, moving it to a new file makes generating
conf.example while preserving that information easier.
Regenerate conf.example from settingtypes.txt.
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Avoids crash caused when 'pointed thing -under' and '-above' are not
face-neighbours, for example in the case of pointing to the top half
of a door.
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Pointed by cppcheck
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Put accessed members that are needed by updateFastFaceRow()
all in the same cacheline.
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I play with the TAB key bound to the inventory. However, the
code here assumes that TAB means "close formspec" in all contexts,
including the main menu. This causes my game to exit when I attempt
to TAB in between USERNAME and PASSWORD fields.
We know when m_client != NULL that the game is a client game and
not in the main menu, and then it's OK to use the INVENTORY bound
key to exit the formspec, since it's not the main menu.
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`round` -> `myround`
Remove superflous `floor` calls
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copying done in the main thread
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).
New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB
Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)
Kind of related to at least #5239
Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
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Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
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* Resource leak: CHECK_FILE_ERR returns, without freeing chunk_name.
Found with static analysis.
* Resource leak: leaks `page` on error path.
Found with static analysis.
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* Fix progressbar for Android
Fixes #5599
Fixed #5403
* draw_load_screen: use texturesource
this permits to unify texture loading code
* scale progress bar
* Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen
* Remove two sanity checks pointed by @celeron55
* sfan5 comments + android ratio fixes
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1) Now leveldb is brick (thanks google)
2) By default, use SQLite3, this work perfectly and NOBODY not use LevelDB on Android :)
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* Damage cheat fix: server side
* Lava/Node damages overtime server side
* lava hurt interval is only for old protocol
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This is a u8 not a u16
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* [CSM] Add function to set minimap shape
Also deprecates `toggle_shape`.
* Oh fish, I messed that one up!
* Fix Style
* Sorry, I missed something
I still had the `luamethod` call in there!
* Add getters
* Remove extra line
* Remove useless variable
Please review again @nerzhul . Thanks!
* Satisfy nerzhul
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Related to commit 41c5483. Replace a final occurrence of luaL_reg in
src/script/lua_api/l_localplayer.cpp
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Re-creates the old sneak-jump behaviour in new code.
Enabled by the 'sneak glitch' physics override.
When a ledge is detected the jump speed modifier is set to the larger
of 'physics override jump' and 1.3 to allow a 2-node climb-up.
An unexpected side-effect is the simple sneak ladder working smoothly.
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Adds uniform undersampling for the 3D rendered scene. GUI elements
are not undersampled, resulting in better playability for users
with low-performance platforms with readable fonts and formspecs.
The undersampling setting can be set to 0 (disabled), 2, 3, 4 pixels
which translates into a resolution reduction of x4, x9 or x16, and
is significant.
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Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
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Previously it was erroneously documented that it would save them as null.
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* Prepare for Linux daily build packages (using Gitlab.com CI)
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(#5541)
We are bundling Lua5.1 which has same macro
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