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* Initialize TileAnimationParams to prevent crashes/bugs for legacy ↵sfan52017-01-24
| | | | invocations of add_particle{,spawner} (fixes #5108)
* Zoom FOV: Reduce minimum zoom FOV to 7 degreesparamat2017-01-23
| | | | | | | | The default of 15 is unchanged. 7 degrees is x10 magnification which is common for binoculars. Alter hardcoded limits in camera.cpp: Minimum 7 degrees. Maximum 160 degrees to match upper limits in advanced settings.
* Dungeons: Support nodebox stairs wider than 1 nodeparamat2017-01-23
| | | | | | | Previously, code did not support stair nodeboxes in corridors wider than 1 node. Make stair nodeboxes full width even in corridors with different widths in X and Z directions.
* core: Add dir_to_yaw and yaw_to_dir helpersAuke Kok2017-01-23
| | | | | These are needed to go from things like entity yaw to a vector and vice versa.
* Vector: Add vector.sort(a, b): return box edgesAuke Kok2017-01-23
| | | | | This function returns the box corners of the smallest box that includes the two given coordinates.
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Fix potential crash in chat handling (since ↵sfan52017-01-22
| | | | 2f56a00d9eef82052614e5854a07b39b087efd0b)
* Remove os.exit from the Lua secure sandbox (#5090)Loïc Blot2017-01-21
| | | | | os.exit will exit not using proper resource liberation paths. Mods should call the proper exit mod using our API
* Add show_statusline_on_connect setting (#5084)Loïc Blot2017-01-21
| | | Add show_statusline_on_connect setting
* Revert "Detach the player from entities on death." (#5087)Loïc Blot2017-01-21
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* Fix unknown command message not providing number of cmdsapier2017-01-21
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* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
| | | | Send texture modifier to clients connecting later too
* Detach the player from entities on death. (#5077)red-0012017-01-21
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* Warning fix for 2ea60156437962d7d29d20606bf5d9189059f76b (#5082)Loïc Blot2017-01-21
| | | Neither flag as force delete nor show the warning when mapblock is full and object is a player
* Do not force deletion of players when mapblock is full (#5081)Loïc Blot2017-01-21
| | | This fixes #4067
* Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. (#5072)red-0012017-01-20
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* Add chatcommand unregister and override API (#5076)Elijah Duffy2017-01-20
| | | | | Introduces two functions to unregister and override chatcommands. minetest.unregister_chatcommand("<name>") and minetest.override_chatcommand("<name>", {<redifinition>})
* Fix MSVC build Build broken by 98e36d7SmallJoker2017-01-19
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* Add particle animation, glowsfan52017-01-18
| | | | | This is implemented by reusing and extending the TileAnimation code for the methods used by particles.
* Add minetest.player_exists() (#5064)rubenwardy2017-01-18
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* Add search to advanced settings (#4806)rubenwardy2017-01-18
| | | | | | | | * Add search to advanced settings * Press enter again to go to next result * Use keyword based search, auto select best option
* Fix typo in alias for deprecated settexturemodsapier2017-01-17
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* Improve priv descriptions (#5047)Ezhh2017-01-17
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* Remove client-side chat prediction. (#5055)red-0012017-01-17
| | | Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
* Adjust formspec spacing on the Client tab of the mainmenurubenwardy2017-01-16
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* Rename ObjectRef methods to be consistent and predictablerubenwardy2017-01-16
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* Add keyword based search to serverlistred-0012017-01-15
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* Added lua tracebacks to some errors where you have been blind to what… (#5043)sapier2017-01-15
| | | | * Added lua tracebacks to some errors where you have been blind to what actually went wrong
* Documentation: Correct biome heat / humidity noise parametersparamat2017-01-15
| | | | | | When the new set of biomes was added in MTGame the 'spread' for heat and humidity noise parameters was increased to 1000, i forgot to update settingtypes.txt and minetest.conf.
* Add color names from web page referenced in luaapi docsapier2017-01-15
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* Only set material flag on rendered meshes (#5023)lhofhansl2017-01-14
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* Fix build with freetype support disabledsfan52017-01-14
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* Fix another missing const reported by clang & @sfan5Loic Blot2017-01-14
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Fix missing const in ServerActiveObject::getStaticDataLoic Blot2017-01-14
| | | | | | This fixes #5033 Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Organize defaultsettings.cppShadowNinja2017-01-13
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* Main menu tweaksShadowNinja2017-01-13
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* Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Cleanup content_sao by factorizing similar code partsRogier2017-01-13
| | | | Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Enable mod security by defaultShadowNinja2017-01-13
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* Meshes: Make object mesh face shading consistentparamat2017-01-13
| | | | | | | | | Previously, object meshes had their North and South faces darker than East and West faces, the opposite of nodes and meshnodes. This commit corrects this. State constants as float-literals not double-literals. Simplify code. Add comment.
* Make nametag removable with set_nametag_attributes (#5021)Rui2017-01-11
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* Cleanup some header inclusions to improve compilation timesLoic Blot2017-01-11
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* Performance fix + SAO factorizationRogier2017-01-11
| | | | | | | | | | Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
* Add staticdata parameter to add_entity (#5009)Rui2017-01-09
| | | | | * Add staticdata parameter to add_entity * Add add_entity_with_staticdata to core.features
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* support older PostGreSQL versions (#4999)zeuner2017-01-09
| | | | | | | * support older PostGreSQL versions * documentation accuracy * improve performance by affecting less rows in UPDATE queries
* builtin/.../falling.lua: Avoid crash when hitting unknown nodessfan52017-01-09
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* Map generation limit: Cache as 'const' not 'const static'paramat2017-01-08
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* Map generation limit: Fix checks for block/sector over-limitparamat2017-01-08
| | | | | | | | | | | | | | Fix the maths that check if any part of a mapblock or sector is over the set map_generation_limit. Therefore avoid the loading of any over-limit blocks that were previously generated when map_generation_limit was larger. The set limit can vary for a world because it is not yet a per-world mapgen parameter, even when it is sometimes it will be changed deliberately. Therefore avoid a player being returned to world centre if they re-enter a world while being over-limit. Fix the createSector() crash caused by a mob spawning over-limit in an over-limit mapblock
* Minor: Fix indentation in serverenvironment.cppLars Hofhansl2017-01-08
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