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* stop falling.lua errortenplus12016-03-29
| | | | | | | 2016-03-27 15:47:01: ERROR[Main]: ServerError: Lua: Runtime error from mod '*builtin*' in callback luaentity_Step(): Node name is not set or is not a string! 2016-03-27 15:47:01: ERROR[Main]: stack traceback: 2016-03-27 15:47:01: ERROR[Main]: [C]: in function 'add_node' 2016-03-27 15:47:01: ERROR[Main]: /usr/share/minetest/builtin/game/falling.lua:96: in function </usr/share/minetest/builtin/game/falling.lua:43>
* Mapgen: Spread both night and day light banks in spreadLightkwolekr2016-03-29
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* Fix small formatting issue in SRP debug outputsfan52016-03-29
| | | | Writing an u8 to verbosestream writes a char, not it's numeric value.
* Revert "Translated using Weblate (German)"est312016-03-27
| | | | This reverts commit 25da0594eb09bb0e72816aaf8280573a668af00c.
* Add CONTRIBUTING.mdCraig Davison2016-03-25
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* Replace CRLF with LF in shader filesest312016-03-25
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* Falling: Set acceleration on step againRui2016-03-25
| | | | | | | | | | | Commit 65c09a96f41705bb8e75fc5ff4276342be91ed11 "Set acceleration only once in falling node" has made the acceleration being set only once. But this has introduced a regression. Fix #3884.
* Update menu header imageJean-Patrick Guerrero2016-03-25
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* Translated using Weblate (Portuguese)Fernando Reis2016-03-25
| | | | | | Currently translated at 34.5% (299 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Polish)red-0012016-03-25
| | | | | | Currently translated at 33.7% (292 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (French)Jean-Patrick G2016-03-25
| | | | | | Currently translated at 93.0% (805 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-03-25
| | | | | | Currently translated at 70.6% (611 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (French)Jean-Baptiste2016-03-25
| | | | | | Currently translated at 92.4% (800 of 865 strings) This is a merger of 3 commits.
* Translated using Weblate (Chinese (China))akiyama akira2016-03-25
| | | | | | Currently translated at 34.4% (298 of 865 strings) This is a merger of 6 commits.
* Translated using Weblate (French)Thibault Noel2016-03-25
| | | | | | Currently translated at 89.1% (771 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Catalan)Joan Ciprià Moreno Teodoro2016-03-25
| | | | | | Currently translated at 36.6% (317 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Japanese)Rui2016-03-25
| | | | | | Currently translated at 51.2% (443 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Spanish)Lucas Montenegro2016-03-25
| | | | | | Currently translated at 46.1% (399 of 865 strings) This is a merger of 3 commits.
* Translated using Weblate (Romanian)Lordmusic Player2016-03-25
| | | | | | Currently translated at 23.2% (201 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Italian)Elia Zammuto2016-03-25
| | | | Currently translated at 47.9% (415 of 865 strings)
* Translated using Weblate (Indonesian)Muhammad Rifqi Priyo Susanto2016-03-25
| | | | Currently translated at 47.9% (415 of 865 strings)
* Translated using Weblate (Chinese (Taiwan))Jeff Huang2016-03-25
| | | | | | Currently translated at 100.0% (865 of 865 strings) This is a merger of 2 commits.
* Translated using Weblate (Hungarian)Kisbenedek Márton2016-03-25
| | | | | | Currently translated at 74.9% (648 of 865 strings) This is a merger of 3 commits.
* Translated using Weblate (Czech)Jakub Vaněk2016-03-25
| | | | Currently translated at 54.1% (468 of 865 strings)
* Translated using Weblate (Spanish)ShadowNinja2016-03-25
| | | | Currently translated at 45.3% (392 of 865 strings)
* Translated using Weblate (German)Wuzzy2016-03-25
| | | | | | Currently translated at 100.0% (865 of 865 strings) This is a merger of 3 commits.
* Credits: Make that easy to add/removeRui2016-03-24
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* Make `options` local here.Auke Kok2016-03-24
| | | | | | | | Undoubtably this may cause problems later if unchecked. ``` 2016-03-22 21:57:52: WARNING[Server]: Assignment to undeclared global "options" inside a function at .../sofar/git/minetest/bin/../builtin/game/chatcommands.lua:862. ```
* Fix connected nodes' selection boxes.Auke Kok2016-03-21
| | | | | | | This allows the player to more easily target and punch connected nodeboxes, especially if they have a fixed nodebox that is very small, like technic cabling, or xpanes. Tried it on fences and my xpane conversion, and happy with the result.
* Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhereparamat2016-03-21
| | | | | | A bool for 'in or under tunnel' was missing 1-node-deep stone ledges were being replaced with biome surface material
* Clean up StrfndShadowNinja2016-03-19
| | | | | | | | | | | Changes: * Fix indentation. * Pass strings by const reference. * Merge Strfnd and WStrfnd into one class instead of copying them. * Remove trailing spaces. * Fix variable names. * Move to util. * Other miscellaneous style fixes.
* Tweak travis scriptShadowNinja2016-03-19
| | | | Exit if cd fails and don't insert '\' in string.
* Builtin/game/falling: Re-add comma removed by recent commitparamat2016-03-19
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* Set acceleration only once in falling nodeRui9142016-03-19
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* Mgv7: Limit pseudorandom caves to surface mapchunk or belowparamat2016-03-19
| | | | To avoid bright caves at mapchunk borders when generating mapchunks upwards
* Allow NodeTimer, ABM and block mgmt interval changes.Auke Kok2016-03-19
| | | | | | | | | | | | | | | | | | | | | | ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to run at every 1.0s. Block mgmt is running every 2.0sec. However, these timers can be better tuned for both higher and lower values by server owners. Some server owners want to, and have the resources to send more packets per second to clients, and so they may wish to send smaller updates sooner. Right now all ABM's are coalesced into 1.0 second intervals, resulting in large send queues to all clients. By reducing the amount of possible timers, one can get a far better response rate and lower the perception of lag. On the other side of the camp, some servers may want to increase these values, which again isn't easily doable. The global settings abm_interval and nodetimer_interval are set to current values by default. I've tested with 0.2/0.5 type values and noticed a greatly improved response and better scattering of nodetimers, as well as enjoying not faceplanting into doors with pressure plates anymore.
* lua_api.txt: improve vector documentationest312016-03-19
| | | | | Before it rendered very badly in HTML. Also point out what vector.round does.
* Set EXAMPLE_CONF_DIR to DOCDIR if DOCDIR gets customizedest312016-03-16
| | | | | | | | | | | | | | | | | | | | | | Before, customisation of DOCDIR did not lead to changes of the EXAMPLE_CONF_DIR default value. This was inconsistent with expected behaviour if you didn't know of the existence of the EXAMPLE_CONF_DIR variable. The confusion is very strong, as (for not in place builds) both DOCDIR and EXAMPLE_CONF_DIR share the same default value, it is unexpected that setting CUSTOM_DOCDIR changes the location of all documentation files but one. The best meaning of EXAMPLE_CONF_DIR is to further allow customization of the mt.conf.example storage place, but otherwise keep defaulting to whatever DOCDIR is set to, at least for not in place builds. This patch implements that behaviour. Fixes #3863.
* Remove chat escape sequences from chat messages, for future colored chat.Ekdohibs2016-03-15
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* Add option to not send pre v25 init packetest312016-03-15
| | | | | | | | | | | | | | | | | The legacy init packet (pre v25) sends information about the client's password that a server could use to log in to other servers if the username and password are the same. All the other benefits of SRP of protocol v25 are missed if the legacy init packet is still sent during connection creation. This patch adds an option to not send the v25 init packet. Not sending the v25 packet means breaking compat with pre v25 servers, but as the option is not enabled by default, no servers are affected unless the user explicitly flips the switch. More than 90% of the servers on the serverlist support post v25 protocols. The patch also fixes a bug with greying out of non compliant servers being done wrongly, the min and max params were mixed.
* Fix two reconnect bugsest312016-03-15
| | | | | | | | | | | | | | | | | | | | | | Fix two bugs related to the reconnect feature introduced by commit 3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality" 1. Set the password to the stored one Before, we have done the reconnect attempt with a cleared password, so using the feature would only work if you had an empty password. Thanks to @orwell96 for reporting the bug. 2. Reset the reconnect_requested flag after its use the_game only writes to the reconect_requested flag if it sets it to true. It never sets it to false. If the flag is not reset after its use, all "reset"s to the main menu will look like the server had requested a reconnect.
* Much better API for auth.{cpp, h}est312016-03-15
| | | | | | | | * No function overloading * Adhere coding style and with method names following lowercase_underscore_style * Use std::string in external API, handling these is much more fun
* Mapgen: Fix light in tunnels at mapchunk bordersparamat2016-03-14
| | | | | | Don't excavate the overgenerated stone at node_max.Y + 1, this creates a 'roof' over the tunnel, preventing light in tunnels at mapchunk borders when generating mapchunks upwards.
* Fix player teleportation bug whilst sneakingHybridDog2016-03-14
| | | | | Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player it fixes #2876
* Connected nodes: fix 2 minor bugsAuke Kok2016-03-14
| | | | | | | | | | | | | | | 1. Copy-paste error: properly test for back-connection. In the case of two different connected nodebox types, we want to assure that if A connects to B, that B also connects to A. This test was accidentally not implemented correctly. 2. Clear the connects_to_ids before deserializing. With each new connected node, the deserialization code added more and more targets to the map, since the map wasn't cleared in between deserialization steps. This caused e.g. wall blocks to connect to things in the fence connects_to map.
* Resend blocks when modified while sending to clientJeija2016-03-12
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* Add options for screenshot format and qualityDiego Martinez2016-03-12
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* Allow nodes to specify which sides to connect to.Auke Kok2016-03-12
| | | | | | | | | | | | | | | | NDT_CONNECTED attempts to connect to any side of nodes that it can connect to, which is troublesome for FACEDIR type nodes that generally may only have one usable face, and can be rotated. We introduce a node parameter `connect_sides` that is valid for any node type. If specified, it lists faces of the node (in "top", "bottom", "front", "left", "back", "right", form, as array) that connecting nodeboxes can connect to. "front" corresponds to the south facing side of a node with facedir = 0. If the node is rotatable using *simple* FACEDIR, then the attached face is properly rotated before checking. This allows e.g. a chest to be attached to only from the rear side.
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
* Fix chat console not opening after formspec opened over itShadowNinja2016-03-12
| | | | | | The MainMenuManager set the console invisible when a formspec opened over it, but didn't properly close it, and the chat console never set itself visible again.