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* Occlusion culling: Fix 'end offset' distance, half this for centre pointLars Hofhansl2016-11-08
| | | | | 'endoff', the maximum diagonal of a mapblock, was incorrectly calculated. Half this value for the centre point of the mapblock.
* Don't use reduced vertical limits for mapblock send and generationLars Hofhansl2016-11-07
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* Builtin/../falling: Fix bugs caused by 'ignore' nodesparamat2016-11-07
| | | | | | | | Original commit by t4im, rebased and developed by paramat. Fix CONTENT_IGNORE being replaced by falling nodes or causing large areas of sand to collapse into itself. Format some conditional code for clarity. Add and clarify some comments.
* Privileges: Only give singleplayer 4 basic privsWuzzy2016-11-07
| | | | | | | - interact - shout - privs - basic_privs
* Windows: Add manifest file and set "High DPI Aware" trueadrido2016-11-07
| | | | | This resolves washy font and incorrect mouse handling on Windows if a screen with high DPI is used.
* MSVC: Generate debug information for release builds (#4674)SmallJoker2016-11-06
| | | Replace parameters with the equivalent /Ox
* Separate optional from required mod dependencies in main menu (#4721)Wuzzy2016-11-05
| | | | | | * Separate optional from require dep's in main menu * Simplify modmgr mod dependency listing code
* PlayerSAO saving fix (#4734)Ner'zhul2016-11-05
| | | | | PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes. Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
* Fix memory leak in ::safeLoadFile (#4730)Zeno-2016-11-05
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* Remove unused shader matrices. (#4723)lhofhansl2016-11-04
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* Cycle directly to nothing shown instead of showing the profiler graph againlhofhansl2016-11-04
| | | | Fix for previous commit.
* Add debug priv, and allow player to display the scene as wire-frame. (#4709)lhofhansl2016-11-04
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* Add minetest.get_server_uptime() function to Lua API (#4702)Brandon2016-11-02
| | | Add minetest.get_server_uptime() function to Lua API
* Add version APIShadowNinja2016-10-31
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* Lua voxelmanip: Add optional buffer param for 'get param2 data'paramat2016-10-31
| | | | Update lua_api.txt.
* Core.rotate_and_place: Remove unused call to get_look_pitch()Auke Kok2016-10-31
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* Optionally disable optimization that causes underwater and cave rendering ↵lhofhansl2016-10-30
| | | | glitches. (#4686)
* Fix overloading problems mentioned by clangLoic Blot2016-10-30
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* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
| | | | | | | | | | | | | | | | | * Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
* Rename testsounds/ directory to sounds/ (#1984)Hugo Locurcio2016-10-30
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* Add missing keyname_to_keycode function (needed on Android)sfan52016-10-28
| | | | When rewriting keycode.cpp I overlooked this function, fixes #4683 completely
* Add missing remoteplayer.cpp to Android buildNer'zhul2016-10-28
| | | this should fix #4683
* Add unittests to test player saving/loading (#4679)Ner'zhul2016-10-27
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* CleanupDániel Juhász2016-10-27
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* Use node lighting for liquid spreadingDániel Juhász2016-10-27
| | | | This commit modifies the liquid transforming procedure to light and unlight nodes instead of whole map blocks.
* Improved lightingDániel Juhász2016-10-27
| | | | | | | | | | | | | | This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light was
* Document item use callbacks (#4668)raymoo2016-10-27
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* Shaders: Remove special handling for liquids. (#4670)lhofhansl2016-10-26
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* Adding LuaError on attempt to assign vectors with values out of rangeFoghrye42016-10-25
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* ParticleSpawner: fix offset being added twiceGael-de-Sailly2016-10-25
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* Windows: dont link to libraries that are already linked by cmakeadrido2016-10-25
| | | | This solves the problem whith building where build fails if the libaries have different names.
* Shaders: Apply tone mapping before fog calculation.Lars Hofhansl2016-10-25
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* Shaders: Harmonize Irrlicht and shader fog calculationsLars Hofhansl2016-10-24
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* Lua_api.txt: Clarify 'override_meta' bool in 'set mapgen setting'paramat2016-10-21
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* Damage flash: Reduce maximum alpha. Avoid fade overloadparamat2016-10-21
| | | | | | | | | | | Flash alpha maximum is reduced from 180 to 127 to avoid player blindness in combat. Flash alpha minimum is unchanged. The 'damage_flash' value is now limited to max alpha, to avoid multiple hits creating a huge value that causes flash to stay at maximum alpha for a long period. Now alpha always starts to fade immediately after taking damage. Both problems can be seen in Minetest let's play videos. Simplify and optimise some code.
* Changes to static object storage limit and error messageparamat2016-10-20
| | | | | | | Move static object storage force-delete message from errorstream to warningstream. Increase 'max objects per block' setting to 64. Add missing spaces in warning code.
* Chat commands: Trim whitespaces from input of `/privs` commandred-0012016-10-20
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* Fix crash on attaching player to entityFoghrye42016-10-19
| | | | Rename "refresh" to "processInitData"
* Builtin: Add vector.floor helper functionrubenwardy2016-10-17
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* Revert changes to toggleNoClip and toggleFreeMoveLars Hofhansl2016-10-17
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* Don't use day light sky unless noclip and free_move are enabledLars Hofhansl2016-10-17
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* Enable mod security by defaultShadowNinja2016-10-16
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* Builtin/../chatcommands: Add /grantme commandred-0012016-10-16
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* Emergeblocks: Fix occasional crashRogier2016-10-16
| | | | | | | Modification of the emergeblocks internal state was not protected by a lock, causing a race condition. This can be reproduced by repeatedly running emergeblocks for an already-generated section of the map (with multiple emerge threads).
* Travis: Only trigger a compile, when C/C++ related files were touched (#4284)Tim2016-10-15
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* Make documentation about ItemStack:set_{name,count,wear} clearersfan52016-10-15
| | | | | These methods do not actually fail but instead clear the item stack and return false if a value like e.g. "" is passed.
* Builtin/../falling.lua: Code optimisationtenplus12016-10-14
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* Use range-based fog instead of z-plane based.Lars Hofhansl2016-10-13
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* Attached particle spawnersraymoo2016-10-13
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* Don't use unordered maps for ProfilerGraph (fixes flickering)sfan52016-10-12
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