| Commit message (Collapse) | Author | Age |
|
|
| |
Fixes parts of #5389.
|
| |
|
|
|
|
| |
Delete LocalPlayer when ClientEnvironment (object owner) is destroyed
|
|
|
|
|
|
| |
Shorten 'readable names'.
Add a new advanced settings menu section for Biome API noises.
Various minor edits and improvements.
|
|
|
|
| |
Only mgv6 uses the tree functions from treegen.cpp.
|
|
|
|
| |
Future mapgens are likely to use this for magma and volcanos.
Remove the getting of lava source content id in mgvalleys.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.
Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
instead of src/ (#5473)
* Update embedded jsoncpp from unk version to 0.10.6
0.10.6 is last release without c++11
* Make jsoncpp more compliant with its amalgamate
Jsoncpp cpp file should be upper, make the library like it does in amalgamate
* Reorganization: move minetest embedded libs outside of source tree to /lib
* Fix a dead grep in LINT
|
|
|
|
|
|
| |
Using the `dtime` value entirely, this will stop the clock
if the game is paused in singleplayer. Since most of the
clocks were fixed a long time ago, this should again be
safe to use.
|
| |
|
| |
|
|
|
| |
Fix some headers style and remove them from whitelist
|
| |
|
| |
|
| |
|
|
|
|
| |
Also fix l_client.cpp/h and remove them from whitelist
|
| |
|
| |
|
|
|
|
|
|
|
| |
Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
|
| |
|
|
|
| |
This header permit to use nullptr & constexpr keywords in portable code segments and benefit from nullptr & constexpr when using C++11 and greater
|
| |
|
| |
|
| |
|
|
|
|
| |
This bug was introduced by dd2f1d7551bfd70357ad4f3fb180704194272147 and reported by @kilbith
|
| |
|
|
|
|
|
|
|
|
|
| |
If file is in the whitelist, softfail, else hard failure
Some files are not in whitelist and marked as normal:
* src/content_mapnode.h
* src/cguittfont/xCGUITTFont.cpp
* src/gameparams.h
* src/profiler.cpp
|
|
|
|
|
|
| |
Typo fix: we are doing select on delete block.
This fix issue #5426
|
|
|
|
|
|
|
|
|
|
|
| |
The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
|
|
|
|
| |
Avoids spamming the chat about several errors.
|
| |
|
|
|
| |
clang-format: fix bash syntax on increment
|
|
|
|
| |
output (4MB) (#5455)
|
|
|
|
| |
Enabled using the existing 'sneak_glitch' physics override.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* [BUILD] Add clang format + build skipping
* Add clang-format tool to check codestyle.
Warning: it check the whole modified file, not the diff part, it's why it's lazy. Please also look if rules are perfect, i take the Linux codestyle from LLVM site
Fix issue #5415
* Skip building project if no file is modified
* Fix a wrong brace to trigger LINT
* Make lint step outside of unix build scope
* Add AccessModifierOffset: -8
* Typo fix & needs compile fix
* Fix header priorities
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Some performance optimizations
This is globally removing some memory useless copy
* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
* pass some stack created strings to static const as they are not modified anywhere
* Camera: return nametags per const ref instead of a list pointer, we only need to read it
* INodeDefManager: getAll should be a result ref writer instead of a return copy
* INodeDefManager: getAlias should return a const std::string ref
* Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
* CNodeDefManager::updateAliases: prevent a idef getall copy
* Profiler: constness
* rollback_interface: create real_name later, and use const ref
* MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
* MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
* MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
|
|
|
| |
* [CSM] Add function to get currently connected player names
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The previous implementation applied the setting to blockpos_over_limit(),
objectpos_over_limit() and in createSector(), causing many bugs near the
world edge.
First revert the previous implementation.
Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity.
Add a new function to mapblock.h called blockpos_over_mapgen_limit() that
checks against the map_generation_limit setting, and call this only from
the code that decides where mapgen stops.
Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the
chance of bugs, there is no need to use map_generation_limit here.
|
|
|
|
| |
Broken since b8484ef24e8e1ec90a2967372808ab2bea538c7c
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
|