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* Translated using Weblate (Chinese (China))susan2016-07-12
| | | | Currently translated at 74.1% (658 of 887 strings)
* Fix typos (#4298)Snipie2016-07-10
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* Ubuntu build HOWTO: Suggest to install git instead of git-coreest312016-07-08
| | | | | | | | | | | | The package docs for the git-core Ubuntu package in all supported Ubuntu versions, including 12.04 say: This is a transitional dummy package. The 'git-core' package has been renamed to 'git', which has been installed automatically. This git-core package is now obsolete, and can safely be removed from the system if no other package depends on it. Fixes #4109
* Fix -Wterminate warnings in rollback.cpp as wellest312016-07-08
| | | | Fix #4137 for rollback.cpp as well.
* Fix -Wterminate warning on GCC 6est312016-07-08
| | | | Fixes #4137
* Fix warning in porting::setXorgWindowIcon when building without X11 (#4288)Jay Arndt2016-07-07
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* Adding minetest.clear_craftFoghrye42016-07-05
| | | | | Modifications by est31: grammar fixes in doc + error messages and a little style fix, no functional change.
* Use mathematical function to determine yaw directionsfan52016-07-05
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* Fix for cropped text "Toggle Cinematic"Snipie2016-07-05
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* Remove cinematic toggle on F8rubenwardy2016-07-05
| | | | Also update cinematic mode's description to include mouse
* Finally set a window icon on X11est312016-07-05
| | | | | | | | | | Since the creation of minetest, it had no window icon on X11. Now we have one. The misc/minetest-xorg-icon-128.png file is a rendering of the misc/minetest.svg file with inkscape, created with something like: inkscape -z -e misc/minetest-xorg-icon-128.png -w 128 -h 128 misc/minetest.svg
* Temporarily disable "testStartStopWait" Threading unit test on macest312016-07-04
| | | | | | | | | | | The "testStartStopWait" unit test is unreliably failing on mac, for some time already. See bug #3786. Having the unittest fail unreliably doesn't help anybody but mostly inhibits the main feature of travis builds: to test PRs for regressions. Therefore, disable the specific unit test for until bug #3786 is fixed.
* Fix & make linux conditionals uniform (#4278)Rogier-52016-07-04
| | | | | | | | The source used a hodge-podge of different combinations of different macros to check for linux: 'linux', '__linux', '__linux__'. As '__linux__' is standard (Posix), and the others are not, the source now uniformly uses __linux__. If either linux or __linux are defined, it is made sure that __linux__ is defined as well.
* Disable joysticks per default for nowest312016-07-04
| | | | | | | | | | | It seems that various different devices register as Joysticks on linux, and their presence has caused lots of confusion amongst minetest users. Therefore, disable the joystick feature. Closes #4261 Closes #4221
* Remove top left minetest watermarkest312016-07-03
| | | | | | | | Move version information into the window caption. On popular player request. Fixes #4209.
* Add MapSettingsManager and new mapgen setting script API functionskwolekr2016-07-03
| | | | | | | | | | | | | | | This commit refactors the majority of the Mapgen settings system. - MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap, instead of the EmergeManager. - New Script API functions added: core.get_mapgen_setting core.get_mapgen_setting_noiseparams, core.set_mapgen_setting, and core.set_mapgen_setting_noiseparams. - minetest.get/set_mapgen_params are deprecated by the above new functions. - It is now possible to view and modify any arbitrary mapgen setting from a mod, rather than the base MapgenParams structure. - MapgenSpecificParams has been removed.
* Mapgen: Refactor mapgen creation and managementkwolekr2016-07-03
| | | | | | - Move mapgen creation logic out of EmergeManager and into Mapgen - Internally represent mapgen type as an enum value, instead of a string - Remove the need for a MapgenFactory per mapgen
* Remove old docs. We have VCS history anyways. (#4266)Pavel Puchkin2016-07-03
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* openbsd's port fix for non Linux systems w/o libRTDavid Carlier2016-07-03
| | | | | | X11 headers are not always in expected locations, add them to include list. Modifications by est31: indentation fixes, commit message improved
* Only allow strings to be passed to minetest.global_exists (#4253)HybridDog2016-06-28
| | | | | Sometimes you accidentally forget the quotes when using global_exists, this makes minetest abort if you did so. M builtin/common/strict.lua
* Also shut down when SIGTERM was receivedest312016-06-24
| | | | Fixes #4251
* Mgflat/fractal/v7/valleys: Denser 3D noise tunnelsparamat2016-06-24
| | | | | | | Reduce spread from 96 to primes 61 and 67 (either side of 64) Prime spreads help to keep 3D noise periodic features unaligned 'cave width' 0.2 to preserve tunnel width Reduce octaves to 3 to improve network structure
* Player: New get_look, set_look APIraymoo2016-06-24
| | | | Deprecate get_look / set_look pitch / yaw
* Dungeons: Generalise use, add capabilities, various modificationsparamat2016-06-17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | - Generalise node names to c_wall and c_alt_wall - Remove 'mossratio' and instead disable alt_wall loop if c_alt_wall == CONTENT_IGNORE - Use one generalised 3D noise for alternative wall nodes and in mgv6 create moss distribution similar to the previous - Rename rarity noise to density noise and enable the option of multiple dungeons per chunk determined by the value. Recreate previous distribution - Add parameters for min and max rooms per dungeon - Add dungeon y limits - Integrate river water properly Generalisation is needed now that we have sandstone and desert stone dungeons by default and can choose any node for alternative structure. The current code is based around cobble dungeons with mossycobble alternative nodes, the 2 noises controlling the alternative nodes are based on wetness. Enabling multiple dungeons per chunk with definable number of rooms allows the option of very dense and complex underground structures that could interconnect to create megastructures. Y limits are added to be consistent with other mapgen elements, and enable locaton of dungeon or megastructure realms as part of our 'stacked realms' philosophy.
* Builtin/game/item: Add `place_param2` nodedef fieldAuke Kok2016-06-17
| | | | | | | | | | | | | | | This allows a nodedef to specify a fixed value for param2 to be used for all normal placements. There are several uses for this: - nodes that require param2 to be set to a non-zero value for internal mod use. E.g. leafdecay could use this to detect that leaves are played by players. - force wallmounted or facedir value at placement at placement This overrides any player look direction or other on-the-fly param2 setting during placement.
* Move unknown node message when applying texture overrides to infostream (#4218)Yutao Yuan2016-06-14
| | | Texture packs have no way to know what nodes are available, so this shouldn't be a error message.
* Sky.cpp: Improve code style. Define sky colours as SColorparamat2016-06-11
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* Make node timers more efficientEkdohibs2016-06-11
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* Random misc. warning fixes and cleanupskwolekr2016-06-11
| | | | | | - Fix unused c_sand member warning in Valleys Mapgen - Fix some code style - Make some std::string params const ref
* Settings: Clean up settings changed callback codekwolekr2016-06-11
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* Fix android buildest312016-06-11
| | | | | | Thanks to @Wayward1 for reporting the bug. Fixes #4212.
* Server: Add reason for leave to `on_leaveplayer` callbacksDiego Martinez2016-06-11
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* Sky: Darker, bluer sky and improved horizon haze at nightparamat2016-06-09
| | | | | | | | | Add new colours 'skycolour_bright_night', 'bgcolour_bright_night' and enable these between sunset end and sunrise start Night sky has same hue as day sky but is darker and more saturated Night horizon haze (bgcolour) is slightly less saturated and slightly brighter than night sky, to be consistent with daytime horizon haze
* Sky: Fix sunrisebg texture motion (#4199)Paramat2016-06-08
| | | Top of texture no longer shows above horizon during night and day
* Lua_api.txt: Split long lines. Capitalise 'Biome API'. Minor editsparamat2016-06-07
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* Mapgen: Optimize biomemap creation by combining with generateBiomeskwolekr2016-06-05
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* Biome API: Add per-biome riverbed material and depthparamat2016-06-05
| | | | | | Mgvalleys: Remove riverbed sand placement from base terrain generation Riverbed material placement moved to MapgenBasic::generateBiomes() Document fields and add note that the biome API is still unstable
* Mapgen: Performance improvement and fixes for updateLiquid (#4065)MillersMan2016-06-04
| | | | | | | | - Adds only ~100 nodes per chunk to trans_liquid with similar processing time - Adds liquid nodes themselves instead of potential solid nodes below them - CONTENT_IGNORE nodes are interpreted as if they continue their neighborhood - This allows liquid columns to span multiple chunks without being interrupted - NOTE: Expects an one-node border in generation chunk without liquid changes
* Biomes: Define and use biome_t for biome IDskwolekr2016-06-04
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* PcgRandom: Fix/improve documentationkwolekr2016-06-04
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* Change internal type for seeds to s32kwolekr2016-06-04
| | | | | This fixes value truncation (and therefore incompatibility) on platforms with an LP32 data model, such as VAX or MS-DOS.
* Initial Gamepad supportest312016-06-03
| | | | | | | Adds initial ingame gamepad support to minetest. Full Formspec support is not implemented yet and can be added by a later change.
* Input related generalisationsest312016-06-03
| | | | | * Move key types into own file * Use Generalized input methods in game.cpp
* Sapier's fix for the RESEND RELIABLE problem (#4170)Robert Kiraly2016-06-03
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* Mgv7: Always carve river channels in mountain terrainparamat2016-06-02
| | | | | | | | Previously, rivers were sometimes blocked by vertical walls of mountain terrain due to river carving being disabled when base terrain height was below water_level - 16 Remove now unused base terrain heightmap created in generateTerrain()
* Add colored text (not only colored chat).Ekdohibs2016-05-31
| | | | | Add documentation, move files to a proper place and avoid memory leaks. Make it work with most kind of texts, and allow backgrounds too.
* Colored chat working as expected for both freetype and non-freetype builds. ↵TriBlade92016-05-31
| | | | @nerzhul improvements * Add unit tests * Fix coding style * move guiChatConsole.hpp to client/
* Translated using Weblate (Hebrew)yuval hreman2016-05-30
| | | | Currently translated at 7.8% (70 of 887 strings)
* Translated using Weblate (Russian)Andrey K2016-05-30
| | | | Currently translated at 57.2% (508 of 887 strings)
* Translated using Weblate (Italian)Emon Omen2016-05-30
| | | | Currently translated at 100.0% (887 of 887 strings)