| Commit message (Collapse) | Author | Age |
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automatic_rotate does not make sense if it is absolute. Make it relative.
To avoid bouncing, set_rotation did not update the client when automatic_rotate was set. That's no longer necessary because the new spinning method applies the rotation on top of the current one, and the updates are necessary for set_rotation to actually transform the object.
Co-authored-by: ANAND <ClobberXD@gmail.com>
Co-authored-by: Pedro Gimeno <pgimeno@users.noreply.notabug.org>
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Floatland structure is vertically-compressed 3D noise.
Uses a lacunarity of 1.618 (the golden ratio) for high quality
noise.
Floatlands appear between user-settable Y limits, with smooth
tapering at each limit.
Simple user-settable density adjustment.
Shadow propagation is disabled in and just below floatlands, no
shadows are cast on the world surface.
Can be reconfigured to create a solid upper world layer between
the Y limits, lakes/seas can be optionally added to this.
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closes #9857
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* truncate speed to prevent inf result
* code styling
* change truncate() input parameters
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Log all higher levels in LogOutputBuffer
Move StreamLogOutput::logRaw to source file like LogOutputBuffer::logRaw for compiling speed
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Adds a new object property "damage_texture_modifier"
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This adds support for optional “off state” icons for statbars. “off state icons” can be used to denote the lack of something, like missing hearts or bubbles.
Add "off state" textures to the builtin statbars.
Co-authored-by: SmallJoker <mk939@ymail.com>
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(#9827)
See <https://www.hadess.net/2020/05/dual-gpu-support-launch-on-discrete-gpu.html>
for more information about this newly added `.desktop` entry property.
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* add regular sky gradient
* add regular sky gradient
* Update sky.cpp
* change default day sky colors
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Previously the default tabheader height was different when using
real coordinates. This resulted in the height of tabs changing when
switching tabs in sfinv if some tabs used real coordinates.
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* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object
* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start
* Split Server inventory responsibility to a dedicated object
This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership
This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
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* Android: porting_android.cpp refactoring
* Replace assert to FATAL_ERROR_IF
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falling nodes intentionally still fall through players
fixes #5313
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fixes #4781, fixes #9293
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closes #9787
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easily reproducible with a high num_emerge_threads and /emergeblocks
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* Add MSVC build
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Replace Log to Toast.
Start Native only after successful unpacking.
Light refactoring in CopyZipTask.
Update NDK version.
Co-authored-by: ubulem <berkut87@gmail.com>
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* Add padding and content_offset style properties to buttons
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* Auto delete MetaData when = 0
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(#9739)
fixes #9352
This reverts commit 23c907befea02005e2c0c87fca0131b60aace18a.
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broken since a368e7e
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PLAYER_MAX_BREATH_DEFAULT was earlier set to 11, so that 10 bubbles are shown before the breath bar disappears.
Now, PLAYER_MAX_BREATH_DEFAULT is set to 10, and the breath_bar scaling code in builtin has been tweaked to show all 10 bubbles before hiding the breath_bar
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