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* Camera: Don't count camera offset twice for Nametagged CAOsRealBadAngel2016-02-19
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* Require request_insecure_environment to be called from the mod's main scopeShadowNinja2016-02-19
| | | | | | | | | | | | | Previously you could steal a secure environment from a trusted mod by wrapping request_insecure_environment with some code like this: local rie_cp = minetest.request_insecure_environment local stolen_ie function minetest.request_insecure_environment() local ie = rie_cp() stolen_ie = stolen_ie or ie return ie end
* Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16paramat2016-02-19
| | | | | | | | | 'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16 when a player is near the world edge using a large view range This previously caused world to disappear Create new function getBlocksInViewRange() called from updateDrawList() and renderMap() Correct code style throughout updateDrawList() and renderMap()
* HOTFIX: fix too agressive block cullingRealBadAngel2016-02-18
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* Move object nametags to cameraRealBadAngel2016-02-18
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* Clientiface: remove "value is dummy" from docsest312016-02-16
| | | | | | | | | | Commit 6a1670dbc31cc0e44178bbd9ad34ff0d5981a060 "Migrate to STL containers/algorithms." has replaced core::map<T, bool> with std::set<T>, but didn't update the accompanying comment saying "value is dummy". This happened at two places.
* Mapblock mesh: Eliminate meshgen lagsRealBadAngel2016-02-16
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* Use vertices with tangents only when its needed.RealBadAngel2016-02-15
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* Player::accelerateHorizontal/Vertical should be member of LocalPlayerLoic Blot2016-02-14
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* Use proper variable types for uniform sampler layersRealBadAngel2016-02-14
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* Formspec: fix broken irrlicht 1.7 buildRealBadAngel2016-02-13
| | | | Fixes #3701.
* Formspec: recreate item_image_button pressed state for its image and labelRealBadAngel2016-02-13
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* Remove unused 'm_selection_active' fieldest312016-02-13
| | | | Thanks @ExcaliburZero for noticing. Fixes #3698.
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Drop luaentity_common.h which is not included anywhereLoic Blot2016-02-11
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* Use single box for halo meshRealBadAngel2016-02-11
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* Set proper GLSL pixel shader versionRealBadAngel2016-02-11
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* Dump shader programs on compile errorsRealBadAngel2016-02-11
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* Documentation: Remove now unused 'vertical spawn range'paramat2016-02-11
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* Initialize facedir and wallmounted tables only once.Diego Martinez2016-02-11
| | | | | | | | | | This makes the functions a bit faster since they don't have to recreate the tables every invocation, and makes the code more readable. Also, document `wallmounted_to_dir`. The function was implemented but not documented in `lua_api.txt`.
* Log /clearobjects modeKahrl2016-02-11
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* Add '/clearobjects quick'Kahrl2016-02-11
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* Fix backface culling when connecting to new servers.Auke Kok2016-02-10
| | | | | | | | | | | | | | | Introduce a new contentfeatures version (8). When clients connect using v27 protocol version, they can assume that the tiledef.backface_culling is trustable, but if clients connect to servers providing contentfeatures version 7, then the v27 clients know that backface culling settings provided by the server in tiledefs are bogus for mesh, plantlike, firelike or liquid drawtype nodes. thanks to hmmmm, est31, nerzhul. Tested on new client - new server, new client - old server old client - new server.
* Fix inverted conditions in shader.cppLoic Blot2016-02-09
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* shader.cpp: don't test twice if shader programs are presentLoic Blot2016-02-09
| | | | Also use string::empty method, it is better than comparing with empty strings.
* FormSpec: Add StaticTextSpec and superimpose over item image buttonsRealBadAngel2016-02-09
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* Filmic HDR tone mappingRealBadAngel2016-02-09
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* Remove ClientMap::m_camera_mutexKahrl2016-02-09
| | | | | All places that lock this mutex are only called by the main thread: ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
* FindSpawnPos: Let mapgens decide what spawn altitude is suitableparamat2016-02-09
| | | | | | | | | | | | To avoid spawn search failing in new specialised mapgens Increase spawn search range to 4000 nodes Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen and all mapgens Remove getGroundLevelAtPoint() functions from all mapgens except mgv6 (possibly to be re-added later in the correct form to return actual ground level) Make mgvalleys flag names consistent with other mapgens Remove now unused 'vertical spawn range' setting
* Use inventory_image in the first place for inventory item meshRealBadAngel2016-02-08
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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* builtin: Fix `print` crashing on nil "holes".Diego Martinez2016-02-08
| | | | | | | | | | | | | The engine implementation of `print` packs the varargs into a table and passes the table directly to `table.concat`. If you pass any value not supported by `table.concat` (particularly `nil`), the server crashes. This is unexpected behavior, as `print` is supposed to be able to work with anything. This patch changes the implementation so it first converts all arguments using `tostring`, which fixes the issue and makes the custom `print` function compatible with the stock Lua behavior.
* small drawItemStack cleanupest312016-02-08
| | | | | | -> Replace the three bool params with an enum -> Add struct for the static content, leads to less repetition -> cache enable_animations setting
* Use meshes to display inventory itemsRealBadAngel2016-02-07
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* Use tangent space meshes only when shaders are enabledRealBadAngel2016-02-07
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* Add admin command which says who the administator is for the server.Splizard2016-02-04
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* Implement OSX Travis buildsPavel Puchkin2016-02-04
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* Mgvalleys: fix riverbeds below sea levelDuane Robertson2016-02-02
| | | | | Stop riverbeds from forming plateaus under sea. Minor corrections to random lava/water placement.
* Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCavesparamat2016-02-02
| | | | | | | | | | Tunnel 3D noises are only calculated when solid terrain is present in mapchunk, avoiding large amounts of unnecessary calculations Change 'int' to 's16' in calculateNoise Change 'i' to 'vi' for voxelmanip indexes for consistency Keep 'u32 index3d' local to a smaller part of tunnel code Mgv7: Don't call CaveV7 if no solid terrain in mapchunk Give 'open' bool a more descriptive name
* Mgvalleys: use standard cavesDuane Robertson2016-01-31
| | | | | | | | | | Replace simple caves with V5 caves, adding unpredictable water and lava settings and massive caves based on subterrain. Remove fast terrain mode and accompanying settings. Remove superfluous temperature/humidity settings. Remove lava/water height setting. Fix errors in humidity handling and remove humidity_break_point setting. Move cave noises to generateCaves. Fix minor formatting/naming issues and use MYMAX/MYMIN/myround.
* Fix OSX building issue caused by ad884f2Pavel Puchkin2016-01-29
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* Don't pass non-const references to collision methodsest312016-01-29
| | | | | Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
* New timer design.Auke Kok2016-01-29
| | | | | | | | | | | | | | | | | | | | | | | I could honestly not make much sense of the timer implementation that was here. Instead I've implemented the type of timer algorithm that I've used before, and tested it instead. The concept is extremely simple: all timers are put in an ordered list. We check every server tick if any of the timers have elapsed, and execute the function associated with this timer. We know that many timers by themselves cause new timers to be added to this list, so we iterate *backwards* over the timer list. This means that new timers being added while timers are being executed, can never be executed in the same function pass, as they are always appended to the table *after* the end of the table, which we will never reach in the current pass over all the table elements. We switch time keeping to minetest.get_us_time(). dtime is likely unreliable and we have our own high-res timer that we can fix if it is indeed broken. This removes the need to do any sort of time keeping.
* Clocksource: use a better clock if available.Auke Kok2016-01-29
| | | | | | | | | | | | | | | | | | | | | | | | | | | clock_gettime() is a far better clock than gettimeofday(). Even better than clock_gettime() is that you can select either CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer high precision time. And the _RAW variant will never roll back due to NTP drift or daylight savings, or otherwise. I've adjusted this code to select the right clock method auto- matically based on what's available in the OS. This means that if you're running a very old linux version, MacOS or other, you will automatically get the best clocksource available. I've tested all Linux clocksources by selectively compiling and running a 10k+ timer test suite. In all cases I confirmed that the 3 POSIX Linux clocksources worked properly, and were selected properly. I've modified the OS X compile path to use the high-res clock source for all time functions, but I can't confirm it works or that it compiles. As for WIN32, I confirmed that the used clocksource is indeed a Monotonic clocksource, so good news: that code section appears to be exactly what it should be.
* Don't print whole json data buffer to errorstream on errorest312016-01-28
| | | | | | `errorstream` must not be overly verbose as clientside it is directly printed onto the ingame chat window. These days, the serverlist can contain > 200k bytes, so better print it to warningstream if the data buffer is too long.
* Translated using Weblate (Italian)Paolo DGZ2016-01-25
| | | | Currently translated at 52.0% (410 of 787 strings)
* Translated using Weblate (Hungarian)Kisbenedek Márton2016-01-25
| | | | Currently translated at 32.4% (255 of 787 strings)
* Translated using Weblate (Dutch)Tobyplowy2016-01-25
| | | | Currently translated at 95.5% (752 of 787 strings)
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-01-25
| | | | Currently translated at 41.6% (328 of 787 strings)
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-01-25
| | | | Currently translated at 26.6% (210 of 787 strings)