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* Biomes/decorations/ores: Make relative to 'water_level' settingparamat2017-07-11
| | | | | | | | Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level' argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()' to allow mapgens to vertically shift the registered biomes, decorations and ores per-mapchunk. Will also allow many realm possibilities in future mapgens.
* Add 'plantlike_rooted' drawtypenumber Zero2017-07-11
| | | | | | | Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
* Mapgen Carpathian: Add lava_depth parametervlapsley2017-07-07
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* Expose getPointedThing to LuaDániel Juhász2017-07-07
| | | | | | This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
* Mapgen: Add Carpathian mapgen (#6015)Vaughan Lapsley2017-07-06
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* Fog effect when camera is inside cloudBen Deutsch2017-07-05
| | | | | | | | | | | | | | | | | | Fixes issue #3576 * Clouds now take camera position as 3D, not 2D * Cloud grid filling extracted to gridFilled method * Clouds detect whether camera is inside cloud * Camera in cloud changes fog by overriding sky colors with cloud color * Sun, moon and stars can be temporarily disabled with setBodiesVisible * Disabling fog also disables all "inside cloud" behaviors
* Treegen: Fix s16 overflow warning (#6082)Vincent Glize2017-07-04
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* Main Menu: Allow copying directories from non-Minetest locations (#6095)Elijah Duffy2017-07-04
| | | | | Allow `core.copy_dir` (main menu API) to copy directories from a non-Minetest location. The check to disallow copying to non-Minetest locations is retained.
* Camera: Arm inertia code cleanup (#6094)kilbith2017-07-04
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* Fix crash due to missing pointer validationLoic Blot2017-07-02
| | | | Fix #6092
* Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot2017-07-02
| | | | | | | | | | | * Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent
* Camera: Improve arm inertiaJean-Patrick Guerrero2017-07-02
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* Dungeons: Add setting to prevent projecting dungeonsparamat2017-07-02
| | | | | Prevents dungeons generating into ignore nodes in ungenerated mapchunks, which can occasionally result in a dungeon projecting from the terrain.
* Include TILE_MATERIAL_OPAQUE in shaders header (#6086)stujones112017-07-01
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* C++11 cleanup inventorymanager (#6077)Vincent Glize2017-07-01
| | | | * C++11 cleanup inventorymanager
* Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones112017-07-01
| | | | | Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
* Create a filesystem abstraction layer for CSM and only allow accessing files ↵red-0012017-06-30
| | | | | | | | | | | | | | | | | | that are scanned into it. (#5965) * Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
* Mapgen: Remove unnecessary 'this->' from constructors (#6069)Paramat2017-06-30
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* Change the server description after a search (#6074)Vincent Glize2017-06-29
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* Mgv7: Fix undefined 'float_mount_height'paramat2017-06-28
| | | | | | | | Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter 'float_mount_height' but was missing the necessary line in the constructor to get the altered value from 'params'. Fixes 3D floatland terrain generating everywhere.
* Fix for empty key/value when reading item string with wear but no metadata ↵Jesse McDonald2017-06-27
| | | | (#6058)
* Fix msvc annoyances (#5963)adrido2017-06-27
| | | | | | | | | | | | | | | | | | | | * MSVC: Fix '/std:c++11' is not a valid compiler option * MSVC/MINGW: Define 'WIN32_LEAN_AND_MEAN' for the whole project In some obscure cases 'Windows.h" got includet before that definition, which leaded to compilation warnings+errors * MSVC: '/arch:SSE' is only available for x86 * MSVC: Fix float conversation * MSVC/MINGW: use winthreads on Windows * MSVC: 'USE_CMAKE_CONFIG' might be already definied by CMake build system * MSVC: Use all available cpu cores for compiling * Add missing include ctime and use std::time_t
* Fix arm inertia limit casekilbith2017-06-27
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* Fix undefined behaviour in arm movement when dividing by zeroLoic Blot2017-06-26
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* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
* Fix Camera::add_arm_inertia -> addArmInertiaLoic Blot2017-06-26
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* Add Arm Inertia (#6050)kilbith2017-06-26
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* Ores: Make 'absheight' flag non-functionalparamat2017-06-26
| | | | | | | | | | | | | | The 'absheight' flag was added years ago for the floatlands of 'indev' mapgen (now deleted). The feature mirrored all ore placement around y = 0 to place ores in floatlands. In MTG we now use dedicated ore registrations for floatlands. The feature is crude, inflexible, problematic and very rarely used, it also makes ore vertical range code more complex. Minetest 0.5 is a good chance to remove the feature. The flag itself remains to not break flag values.
* Revert "Ores: Make 'absheight' flag non-functional"Loic Blot2017-06-25
| | | | This reverts commit 90ed6fc732ca667ca970b7c38d39c809e5c3553e.
* Inventory: Fix wrong stack size behaviour and item loss (#6039)SmallJoker2017-06-25
| | | | Also fix itemFits and remove constness-nonsense
* Mgv7: Clean up divide-by-zero fixparamat2017-06-25
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* Ores: Make 'absheight' flag non-functionalparamat2017-06-25
| | | | | | | | | | | | | | The 'absheight' flag was added years ago for the floatlands of 'indev' mapgen (now deleted). The feature mirrored all ore placement around y = 0 to place ores in floatlands. In MTG we now use dedicated ore registrations for floatlands. The feature is crude, inflexible, problematic and very rarely used, it also makes ore vertical range code more complex. Minetest 0.5 is a good chance to remove the feature. The flag itself remains to not break flag values.
* Helper methods for hardware colorization (#5870)Dániel Juhász2017-06-24
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* Emit liquid sound if the player walks in liquid (#6040)Dániel Juhász2017-06-24
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* C++11 cleanup on constructors guiEngine (#6036)Vincent Glize2017-06-24
| | | | * C++11 cleanup on constructors guiEngine
* Game::showOverlayMessage: securise functionLoic Blot2017-06-24
| | | | Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
* Mgv7: Avoid divide-by-zero errorsparamat2017-06-24
| | | | | Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan. This can cause massive vertical columns of water to appear above sea level.
* Mgvalleys: Use existing 'lava_max_height' value in CavesRandomWalkparamat2017-06-24
| | | | | Now that lava depth in large caves is variable we can use the already present 'lava_max_height' value to set the lava depth in them.
* Show param1 and param2 in debug screen (#6031)Wuzzy2017-06-23
| | | | | | | | * Show param1 and param2 in debug screen * Add units and some formatting to debug screen * Minor refactor of param1/param2 debug display
* LINT fixLoïc Blot2017-06-22
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* Fix CSM crash caused by move to C++11. (#6027)red-0012017-06-22
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* CavesRandomWalk: Make 'lava_depth' a mapgen parameterparamat2017-06-22
| | | | | | | As with 'large_cave_depth', lava depth was previously a fixed y value and therefore incompatible with the ability to shift terrain vertically. Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
* Add minetest.rgba function that returns ColorString from RGBA or RGB valuesGael-de-Sailly2017-06-22
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* Cpp11 initializers: last src root changeset (#6022)Loïc Blot2017-06-21
| | | | | | * Cpp11 initializers: last src root changeset Finish to migrate all src root folder files to C++11 constructor initializers
* Fix render order of overlays (#6008)Dániel Juhász2017-06-21
| | | | | | | | * Fix render order of overlays * Use C++11 loops * Fix time_t
* C++11 cleanup on constructors dir network (#6021)Vincent Glize2017-06-21
| | | | * C++11 cleanup on constructors dir network
* C++11 cleanup on constructors dir client (#6012)Vincent Glize2017-06-21
| | | | * C++11 cleanup on constructors dir client
* Fix console resize issue when maximising game window (#6023)Ezhh2017-06-21
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* Mgv5/v7/fractal: Add 'large_cave_depth' parameter to replace fixed valueparamat2017-06-21
| | | | | | The value cannot be fixed because we can shift terrain vertically. This also makes these mapgens consistent with mgflat and mgvalleys which have 'large_cave_depth' parameters.
* Inventory: Make addItem for empty ItemStacks respect max stack sizeJesse McDonald2017-06-21
| | | | | | | When adding items to an empty ItemStack, limit the number of items taken based on the maximum stack size in the item description. Likewise, when checking whether items will fit into an empty ItemStack, only absorb as many items as are allowed in a single stack and return the rest.