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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
* Dungeons: Make multiple large rooms possible (#8678)Paramat2019-07-16
| | | | | | | | | Re-add the random size range for large rooms. Remove 'first_room_large' bool. Add 'large_room_chance' parameter that can disable large rooms, specify 1 large room, or specify a chance for large rooms. If 1 or a chance is specified, the first generated room is large, to take advantage of the intersection checks that are done for the 1st room only.
* Docs: Clarify where to check for 'protection_bypass' (#8675)SmallJoker2019-07-14
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* Move more dungeon parameter selection to mapgens (#8653)Paramat2019-07-09
| | | | | | | | | | Move 'num_dungeons' to 'DungeonParams'. Add new parameter 'num_rooms' to replace 'rooms_min' and 'rooms_max', so that the mapgen has complete control over the number of rooms. Add new bool 'first_room_large' so that the mapgen chooses this instead of a hardcoded 1 in 4 chance. Add new parameter 'room_size_large' to replace 'room_size_large_min' and 'room_size_large_max', so that the mapgen has complete control over this.
* Do predict when sneak-place to node with on_rightclickDS-Minetest2019-07-08
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* Improve ABM time budget handling. #8645Lars Hofhansl2019-07-07
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* Document ObjectRef:remove under Lua entity (#8659)ANAND2019-07-08
| | | | | This was previously documented under the general ObjectRef section with a note that this won't work on players. So I think this would fit better with Lua entity-only methods. This PR also changes the title of the Lua entity-only section from `LuaEntitySAO-only` to `Lua entity only`.
* Improve grammar and formatting in the READMEHugo Locurcio2019-07-05
| | | | | | | | This also clarifies the fact that Minetest saves `minetest.conf` when closing Minetest for the first time, rather than when starting it for the first time. This also fixes the default key for the pitch move mode which is now P.
* Update biome definition dungeon node documentation (#8650)Paramat2019-07-01
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* Dungeongen: Remove most hardcoded dungeon nodes (#8594)Paramat2019-06-30
| | | | | | | | | | | | | | | Biome-defined dungeon nodes was added as a feature to MT 5.0.0. So now remove most of the hardcoded dungeon node code that assumes a game has stone, sandstone, desert stone, and no other stone types. If biome-defined dungeon nodes are not found, dungeon nodes fall back to the 'cobble' mapgen alias if present, if not present they fall back to biome-defined 'stone'. Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games now only need to define 3 to 5 mapgen aliases. Document dungeon parameters. Make c_lava_source fallback to c_water_source as both are used as cave liquids.
* Optimize and unify mesh processing (#7851)Vitaliy2019-06-28
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* Add compatible, consistent coordinate system to FormSpecs. (#8524)v-rob2019-06-27
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* Increase upper limit of display_gamma to 10 (#8618)ANAND2019-06-27
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* Add support for 9-sliced backgrounds (#8600)rubenwardy2019-06-22
| | | | | 9-slice textures are commonly used in GUIs to allow scaling them to match any resolution without distortion. https://en.wikipedia.org/wiki/9-slice_scaling
* Fix segfault on quitting with open node formspec (#8608)SmallJoker2019-06-21
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* Improve buildbot scriptPierre-Yves Rollo2019-06-21
| | | | | | | | | | PR created under the employment of EvidenceBKidscode * Variables to set git repositories urls (allows to build from another repo) * Variables to set git branch to build from (allows to build from non-master branch) * Variables to change built name * Make -j uses the proper number of processors (autodetect) * Changed toolchain from win32 to adpat it to non-debian distros
* Fix handling of --color and --worldlist command line argumentsMarkus Mattes2019-06-21
| | | | | | | | They verify the provided value and error if a wrong value got provided command line description for color was differnt on win32 but code did not handle any differenc extended the command line description for world and worldname that it is clear that they only start a local game if used with --go Fixes #7875
* Exclude vscode editor files from sourceMarkus Mattes2019-06-21
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* Update README copyright notice to 2019 (#8606)Vilhelm Prytz2019-06-19
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* Mapgen Carpathian: Add optional rivers (#7977)Paramat2019-06-19
| | | | | Rivers are disabled by default and will not be added to existing worlds. Rewrite getSpawnLevelAtPoint() to be simpler and more consistent with generateTerrain().
* Android: Use system provided path for default TMPFolder setting (#8505)stujones112019-06-15
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* Update Github templates (#8593)rubenwardy2019-06-13
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