| Commit message (Collapse) | Author | Age |
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This allows the client to retrieve blocks at a greater distance
from the server, thus allowing for a real zoom.
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Nearby codestyle cleanup.
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Falling nodes should make a sound. This can only be done here,
so for simplicity we just call the sound_play() here with the node
place sound. We ignore any gain value in the sound spec since a
falling node should be loud, so the 1.0 default gain makes sense
here.
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* Move files around
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We try to use default fallback for both mono and main font when custom font path is not exist. This way, if Minetest is not corrupted, we could avoid crash.
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This avoids scaling textures to 'texture_min_size' unless it is actually
required (because either auto-scaling or bi/trilinear filtering is enabled)
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* Clean draw_*() arguments
* Split rendering core
* Add anaglyph 3D
* Interlaced 3D
* Drop obsolete methods
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* Iitial Haiku support
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Causes get_day_night_ratio() to return unpredictable results.
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Add "all_floors" and "all_ceilings" flags for simple and schematic
decorations. Decorations are placed on all floor and/or ceiling surfaces.
Decorations are placed before dungeon generation so placement in dungeons
is not possible.
Add 'getSurfaces()' function to mapgen.cpp that returns 2 arrays of y
coordinates for all floor and ceiling surfaces in a specified node column.
Move 'getHeight()' checks into DecoSimple and DecoSchematic. Delete
'getHeight()' functions.
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This makes it possible to modify the tool capabilities of individual
itemstacks by calling a method on itemstack metadata references.
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* Fix default item callbacks to work with nil users
* item.lua: Handle node drops for invalid players
The if-condition for the dropping loop is the same as `inv`, which means that the 2nd possible definition of `give_item` is never used.
Remove redundant `local _, dropped_item`
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This causes blocks in front of the player to be rendered sooner and
blocks in the periphal view (that would soon be out of view) a bit later.
Overall this leads to smoother rendering as the player is moving around.
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Autogenerate minetest.conf.example to convert noises to the now standard
'group format'.
Delete the now unnecessary minetest.conf.example.extra.
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Formspec input for each individual noise parameter and flag.
Allow noise flags to be set in advanced settings, previously only settable
in minetest.conf.
Standardise 'group format' for noise parameters set in minetest.conf, as
only these support noise flags. However the older 'single line' format is
still accepted to support existing minetest.conf files.
Therefore auto-generate minetest.conf.example with noise parameters in
'group format'.
Setting 'type' in settingtypes.txt is now either 'noise_params_2D' or
'noise_params_3D', the dimension number is displayed in the advanced
settings edit page.
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We should avoid providing incorrect struct members in documentation
since people will be coding based on them.
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This is a small, partial revert of #6483, which had set this to 1.
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* Real global textures
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
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* Cache server config settings.
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Fixes #6517
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This helps retrieving the right set of blocks when the player is falling,
traveling on cart, or in general traveling in a direction different from
the view direction.
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Guarantees backwards compatibility for this formspec element change
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Necessary for placing the base cube of 'plantlike_rooted' drawtype in the
seabed instead of on it.
Useful for placing decorations sunk into, or buried in, the ground.
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For solid nodes, the lighting at a corner becomes face-dependent, which
means that only the four nodes in face-direction contribute to the
lighting (getSmoothLightSolid).
For special nodes, which use the lighting values at the eight corners of
a node, the lighting is not face-dependent, but certain nodes of the
eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be
obstructed.
Ambient occlusion now also occurs for solid nodes, if two, three or four
of the four nodes in face-direction are solid.
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