| Commit message (Collapse) | Author | Age |
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All on_* hooks that return an itemstack are NOT guaranteed to
modify and return the original stack. We cannot count on the
behavior of the existing builtin definitions not to be overridden
by game/mod logic.
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This value reduces how far randomwalk caves can extend into the
mapchunk padding, to avoid 'out of voxelmanip' cave nodes which cause
flattened cave walls.
Testing shows that a value of 2 (instead of 10) is enough to make
'out of area' nodes extremely rare.
Reducing this value results in a higher chance of overlap and
connection with caves of neighbour mapchunks.
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- Add style properties for overriding the the hovered/pressed state
- By default, hovered buttons are a lighter version of the base color
- By default, pressed buttons are a darker version of the base color
- Add hovered bg image support for image buttons (style property)
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Crash occurred in singleplayer when leaving a world with
autoforward enabled then re-entering a world.
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Comment out the if statement that prevents sending TOSERVER_PLAYERPOS if the player is dead.
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fixes #9020
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This reverts commit 1db3d252cff9e8d61fecf1052d7497813851da51.
Temporary solution until a compatible solution is found to define both - formspec and fullscreen backgrounds.
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Fix (or workaround?) for 'Falling nodes with node inventory cause crash when unloaded'
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Does not clear the parent's attachment information when the child is deleted locally.
Either it was removed permanently, or just temporary - we don't know, but it's up to the server to send a *detach from child" packet for the parent.
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Added Arch Linux dependency list (including base-devel which covers many of them)
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Adds background9[] element to keep backwards compatibility in formspec prepends.
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Just two code comments are added.
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(#8997)
Previously, the 'rivers' checkbox was missing for mgcarpathian, caused by the 'possible flags' order: 'caverns,nocaverns,rivers,norivers'.
Also reorder mgcarpathian 'possible flags', but only for consistency.
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1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
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config menu (#3473)
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Fix some reference counters (memleak)
Map::dispatchEvent: Allocation safety using references
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The variable name changed but this didn't cause merge conflicts, so it wasn't caught before.
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These messages can be read by server administrators, which makes them
not actually private.
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ItemDefinition &selected_def,
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Improve documentation
Read old formats
Fix free ID function. Return first gap in map
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Makes 'get_wield_item' to return the "main" ItemStack
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The line declared a variable "m_con" instead of locking m_con.
getClient() doesn't need this anyway, so remove it.
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Caused by incremental inventory sending
Previously everything was overwritten by serializing the entire inventory
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The setting now accepts values between 1 and 8 in the
Advanced Settings menu.
Values 0 and 1 now behave the same way (setting it to 1 won't
disable MSAA anymore), so there's no need to expose 0 as a value.
This closes #8939.
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While preserving the general character of dungeon structure.
Slightly increase the range of standard room horizontal size, while
preserving the average horizontal size.
Return to classic maximum large room size of 16x16x16.
Make 1 in 4 dungeons have a 1 in 8 chance for each room being 'large',
making multiple large rooms possible for the first time.
Make 1 in 8 dungeons allow diagonal corridors, to make these a little
more common.
Make corridor width vary from 1 to 2, but forced to 2 if diagonal
corridors are allowed, to make them passable.
Add some comments.
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