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* Hide chat when console is open (#8656)ANAND2019-08-07
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* Fix inventory_overlay for nodes without inventory_image (#8433)DS2019-08-07
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* Optimize usage of TOSERVER_GOTBLOCKS packetsfan52019-08-07
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* Do not add group values of zero to group lists. (#8751)Beha2019-08-07
| | | | | | | | | | This fixes an issue where when the engine looked up groups (for example, in ABM node names), NodeDefManager's m_group_to_items would contain nodes with a group value of zero, resulting in nodes with flammable = 0 being burned by a fire mod with a group:flammable checking ABM. It brings consistency to the behaviour described in the api documentation, where zero and nil groups should be the same.
* Clean up and fix freetype=false crashes (#8641)SmallJoker2019-08-06
| | | | | A IGUIFont of type bitmap/vector cannot be converted to CGUITTFont Fixes various segfaults in gameplay Shorter font cache code, cleaned up (?)
* Add luacheck to check builtin (#7895)rubenwardy2019-08-06
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* Mapgen Flat: Fix and improve getSpawnLevelAtPoint() (#8756)Paramat2019-08-06
| | | | | | Previously, this wrongly returned ground level (a position containing a solid node) as spawn level. Return ground level + 2 (+ 2 to spawn above biome 'dust' nodes). Improve codestyle and make more consistent with generateTerrain().
* Update curl dependency in buildbotsfan52019-08-05
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* Fix binary-string confusion in client network codesfan52019-08-04
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* Clean up FindOpenGLES2.cmakesfan52019-08-04
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* Unify GLES support in gui scaling filtersfan52019-08-04
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* Unify OpenGL ES supportsfan52019-08-04
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* Let ENABLE_GLES appear in cmake_config.h and change its functionalitysfan52019-08-04
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* Add formspec testing to test mod in minimalrubenwardy2019-08-03
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* Add styles to most elementsrubenwardy2019-08-03
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* Add style[] tag with button supportrubenwardy2019-08-03
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* Add custom colorable GUIButton implementationrubenwardy2019-08-03
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* Fix negative offsets not being supported by container[]rubenwardy2019-08-03
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* Builtin: Forward old return valuesSmallJoker2019-08-02
| | | | Was forgotten in 69bf964.
* Correct ServerActiveObject's virtual getArmorGroups() to be const.Beha2019-08-01
| | | | | | Due to commit ec3142a , UnitSAO's getArmorGroups() did not match ServerActiveObject's, notably resulting in the lua get_armor_groups() call returning nothing.
* Mainmenu: Use textarea in error formspecsSmallJoker2019-08-01
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* Group "immortal" also protects players from damageWuzzy2019-08-01
| | | | | | | | | | Document new meaning of immortal=1 for players Disable breathing if player is immortal Hide builtin statbars if player immortal (delayed) Co-authored-by: ClobberXD <ClobberXD@gmail.com>
* Allow toolcaps to override the built-in times for dig_immediatesfan52019-07-31
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* Silence invalid clang format warnings in guiScrollBar.cpp (#8724)Paramat2019-07-31
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* Sky: Refactor of moon and sun drawing (#8683)Methacrylon2019-07-30
| | | Split sun and moon render parts from the main render function.
* Move the clamping of hp/breath when their maximums change to ↵Beha2019-07-30
| | | | | read_object_properties(). (#8689) This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
* README: make -j$(nproc) (#8699)Zaoqi2019-07-30
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* Rename guiScrollBar to GUIScrollBarDS-Minetest2019-07-29
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* ContentCAO: Fix broken attachments on join (#8701)SmallJoker2019-07-29
| | | | | | | | | | | | | What happened: 1) Object data is received. Client begins to read the data 2) Client initializes all its children (gob_cmd_update_infant) 3) Children try to attach to parent (yet not added) 4) Parent initializes, is added to the environment And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node. The solution here is to: 1) Use the same structure as ServerActiveObject 2) Attach all children after the parent is really initialized
* lua_api.txt clarifications regarding mapgen object index IDs and handles. ↵Beha2019-07-29
| | | | (#8713)
* guiScrollBar: move directly to clicked pos if clicked into trayDS-Minetest2019-07-28
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* Check for 'action' field in ABMs & LBMsSmallJoker2019-07-27
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* Prefix RecipePriority elements with PRIORITY_Paul Ouellette2019-07-27
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* Initialize priority in CraftDefinition constructorsPaul Ouellette2019-07-27
| | | | | The priority is used by getCraftResult, which may be used before initHash is called.
* minimal: Move get_craft_result tests to test modPaul Ouellette2019-07-27
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* Fix missing item images clipping in formspecs (#8652)Pierre-Yves Rollo2019-07-26
| | | | | | | | * Fix clipping of itemimage * Code style * More code styling
* Document 'wield_item' entity property (#8694)Alex2019-07-26
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* Make FindCURL ready for vcpkg (#8295)adrido2019-07-26
| | | This allows to find and use curl with the vcpkg toolchain file.
* Initialise 'seabed_height' to avoid compilation warning (#8715)Paramat2019-07-26
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* Re-order mapgens in mainmenu and 'all settings' mapgen selection (#8705)Paramat2019-07-25
| | | | | | v6 always last to discourage selection. Special mapgens flat, fractal, singlenode, next to last. Of these, singlenode last to discourage selection. Of the remaining, v5 last due to age, v7 first due to being the default.
* Mgfractal: Make non-fractal terrain optional (#8702)Paramat2019-07-25
| | | | | | Enabled by default. Only allow spawn on fractal, not on seabed terrain. Various codestyle and comment improvements.
* Removed debug.upvaluejoin to prevent leak of insecure environmenty2019-07-24
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* Update README.md (#8700)Zaoqi2019-07-21
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* Add /help formspec for commands and privileges (#8385)SmallJoker2019-07-20
| | | | | * Trigger for 'all' as well * Add description textarea, double-click to copy
* Improve documentation of mapgen aliases (#8693)Paramat2019-07-20
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* Document the deprecation of hardcoded cave liquids (#8692)Paramat2019-07-20
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* travis: Disable macOS buildsfan52019-07-17
| | | | | The build often hits the 50m time limit or fails with spurious errors. It can be re-enabled when/if we figure out how to solve this.
* Optimize getting active objects a bit. #8674Lars Hofhansl2019-07-16
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* Use vector.dot and vector.cross in vector.angleHybridDog2019-07-16
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* Add vector.dot and vector.crossHybridDog2019-07-16
| | | | Mostly copied from MarkuBu's code