| Commit message (Collapse) | Author | Age |
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6125 is the time of first full light according to 'get_node_light()',
and the time of first full light visually when basic shaders are on.
This is the optimum default new world start time, taking all possible
games into account.
The previous time assumed a game similar to Minetest Game. Games
should set this setting themselves according to their needs.
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* Add MkDocs API site
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'Fancy' leaves are intensive to render.
Also remove the unnecessary duplicated setting of 'chunksize'.
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It turns out there is no need to return the new value and
preserve the old one in random_turn, the procedure can be
made to modify the value in-place. This saves quite a bunch
of parameter and return value copying.
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Reserve enough space for the result of hex_encode() to eliminate reallocations
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Previously, when basic shaders were enabled, the function
time_to_daynight_ratio() returned values jumping between 149 and 150
between times 4375 and 4625, and values jumping between 999 and 1000
between times 6125 and 6375, (and the corresponding times at sunset)
due to tiny float errors in the interpolation code.
This caused the light level returned by blend_light() to jump between
14 and 15, which became noticeable recently as those light levels were
given different visual brightnesses.
Add early returns to avoid the problematic interpolation, and to
avoid unnecessary running of the loop.
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Co-Authored-By: ClobberXD <ClobberXD@gmail.com>
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This id must be owned by the child mapgen and never be set to a misc value by a developer
Also use nullptr in some places
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We never handle the boolean return, also init twice is a coding error, not a runtime error
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Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
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Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
to avoid dungeons that generate out beyond the edge of a mapchunk destroying
nodes added by mods in 'register_on_generated()'.
Issue discovered by, and original PR by, argyle77.
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fixes #8358
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Also fix and improve LVM 'calc_lighting()' warning.
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This change permits to use up-to-date compilers, clang-tidy and
clang-format
It also refactor the tidy/format step to drop the binary selection from
scripts and perform it directly in travis
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Shorter, simpler, clearer and more consistent with other mapgens,
while preserving functionality.
Base terrain shape is unchanged.
With the 'vary river depth' option disabled, river surface level
is unchanged.
Behaviour of the 4 heat/humidity/river depth options is very
slightly changed due to bugfixes and code cleanup (the mapgen is
'unstable').
Apply heat and humidity gradients above water_level instead of
above y = 0.
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Fixes #8327
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* HPChange Reason: Fix push after free, and type being overwritten
Fixes #8227 and #8344
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Fixes #8332
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Positional strings don't work on some Windows builds.
Remove server address string, leave player name string present.
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I removed the MapNode constructor which takes a nodename and gives the node's id or CONTENT_IGNORE
The code which used this constructor (two places) now handles the situation of not registered nodes correctly:
* minetest.set_node and similar functions make minetest crash when a not registered node is passed
* reverting a node with rollback aborts if the node is not registered
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* Do not always show every depends textfieds
When there are no dependencies, it does not longer show an empty list.
* Adjust the list height to avoid a scrollbar when possible
* change minimum height and no dependencies message
* Do not get depends for modpacks
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Use "append" method to construct the various game paths
instead of wasteful string concatenation. Additionally, use a
temporary to extract and reuse a result of a few common
subexpressions to further reduce the overhead.
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The "what" parameter is being passed by value, most likely by
accident as the type is "const std::string". Convert it to a
reference by adding the missing "&".
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