| Commit message (Collapse) | Author | Age |
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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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Thread::m_start_finished_mutex (#6515)
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In some cases NetworkPacket was created using default constructor and m_data is not properly sized.
This fixed out of bounds memory copy
Also use memcpy instead of std::vector affectation to enhance packet creation
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If 'param2_max' is not used, parameter 'param2' works as before for
compatibility.
If 'param2_max' is used, 'param2' and 'param2_max' become the lower
and upper bounds of a per-decoration random param2.
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* Update clang from 4.0 to 5.0
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Increase scrollrate depending on fontsize
Scroll on mousewheel
Allow scrolling and marking text on non writable textareas
Update lua api about readonly mode
Show scrollbar if text overflows
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* Replace deprecated WINAPI GetVersionInfoEx
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* Do not grant all privs to admins.
* Default give_to_admin to give_to_singleplayer
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* Allow setting the near plane
* - Add near_plane limit of 0.5 to prevent x-ray.
- Add more details to near_plane setting.
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* Unkown nodes: Provide position on interact
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Moved from lua_api.txt to client_lua_api.md.
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* Particles: Move spawner code to a separate fucntion
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If either of the 2 noise parameters are omitted the ore will occur from y_min
to y_max in a simple horizontal stratum. As this does not compute noise
performance improves, and is ideal for placing many layers.
Clean up some nearby ore documentation.
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Protocol v25 is not supported anymore
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* Fix attached particle spawners far from spawn
When far from spawn, attached particle spawners
did not spawn particles.
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* Make Player::peer_id server-side only and add getters and setters
Player::peer_id has no sense client side, move it to server, make it private and add setter and getter
Also add some PEER_ID_INEXISTENT instead of harcoded 0
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Leave the old move code untouched.
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* Add no_static_save property to luaentites to not save them statically.
This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead.
* Use positive meaning for static_save object property
* Invert meaning also for the LUA parameter
Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'.
* Extend push_object_properties()
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bind_addr is already ready when using constructor as we read is.IPv6 from it, instead pass the whole address
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