| Commit message (Collapse) | Author | Age |
|
|
|
| |
Currently translated at 74.2% (682 of 918 strings)
|
|
|
|
| |
Currently translated at 100.0% (918 of 918 strings)
|
|
|
|
| |
Currently translated at 59.4% (546 of 918 strings)
|
|
|
|
|
|
| |
Currently translated at 65.4% (601 of 918 strings)
Retranslate the correct word
|
|
|
|
| |
Currently translated at 31.8% (292 of 918 strings)
|
| |
|
|
|
|
| |
Currently translated at 58.0% (533 of 918 strings)
|
| |
|
|
|
|
|
| |
Add node def and item def documentation.
Please be ready for merge!
|
| |
|
|
|
| |
Rename "Singleplayer" tab to "Play" and remove "Server" tab placing server functionality under a "Host Game" checkbox in "Play."
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* Allow enabling and disabling mods.
* Re-fix 605599b6f150b89ba6539c4d088231b326adcb48
This breaks some chars like € in chat.
Instead verify is char is a non control char -> iswcntrl
|
|
|
|
| |
Use runData.dig_time_complete instead of params.time to find out whether it's instant digging.
runData.dig_time_complete is set to something very big if the node can't be dug, whereas param.time is 0 when digging is impossible or it's instant digging. So not using param.time fixes #5728.
|
|
|
|
| |
event.KeyInput.Char is a wchar_t, iswprint should be used
|
|
|
|
|
|
|
|
|
| |
Previously, every particle was rendered by (even if not actually visible to)
the client regardless of distance. This significantly reduced client FPS.
Acts clientside, particle spawners are always sent to clients, but each
particle is checked for distance from the player.
As with 'add particle' the distance limit is set to 'max block send distance'
as this determines how far a client can see.
|
| |
|
|
|
| |
Caused by dc5bc6c and them made worse by 5ebf8f9
|
|
|
|
| |
Fix issue #4293
|
|
|
| |
Allow players to clear their own inventory or that of another player with /clearinv command. server privilege is required to clear another player's inventory, no privileges are required to clear your own inventory.'
|
| |
|
|
|
| |
NDT_LIQUID is being drawn by MapBlockMesh since a long time ago...
|
|
|
|
| |
- Fix the GUI getting messed up when resizing
- Save the input when resizing
|
|
|
|
| |
* Fix shift key producing space in console
|
| |
|
| |
|
|
|
|
| |
Fix #5776
|
| |
|
|
|
|
|
|
| |
* Disable or remove unused enum members/functions
* Tiny code style fixes
* Make some functions const
* Replace ClientMediaDownloader std::unordered_map with std::map
|
|
|
| |
fixes #1811
|
|
|
|
| |
be in one of the next lines (#3474)
|
| |
|
| |
|
|
|
|
| |
* When minimap is disabled in configuration, really disable it
|
|
|
|
| |
lua_tonumber overflow in snprintf (12 bytes and only 10 can be written)
|
| |
|
|
|
|
|
|
|
| |
Previously, every individual particle on a server is sent to, and rendered by
(even if not actually visible), every client regardless of distance. This
significantly reduces client FPS and creates unnecessary network traffic.
Maximum distance is set by 'max block send distance' as this determines how far
a client is able to see.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Also disable CavesRandomWalk at a safer distance from caverns.
Excavating liquids in cavern code is unnecessary as in practice we are already
successfully disabling the generation of liquid caves that could intersect
with caverns and cause excessive amounts of spreading liquids in caverns.
However to be safer this commit now disables liquid caves at a larger distance
from caverns, to compensate for liquid caves being able to generate up to a
mapblock beyond a mapchunk border.
Not excavating liquids in cavern code also allows a feature i am working on in
experimental new core mapgens, but also allows for more flexibility in future.
|
|
|
|
| |
This leak was introduced when added cache to MeshUpdateQueue and only occurs when leaving world.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* irrlicht ogles 5122 -> 5145
* openssl 1.0.2j -> 1.0.2k
* curl 7.52 -> 7.54
* sqlite 3.15.2 -> 3.18.0
|
|
|
|
|
|
|
|
| |
* Limit properly the sound setting at updateSound runtime step
Fix #5026
* Add a comment
|
|
|
|
|
|
|
|
|
|
| |
* Move KeyList & InputHandler from game.h to client/inputhandler.h
We have a header for inputs, move inputhandler class & related keylist object to it
Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined
* Pass clang-format on inputhandler.{cpp,h} (compatible)
|
| |
|
|
|
|
|
|
| |
- Split movement keys into separate entries.
- Increase buffer size due to the above change.
- Change capitalisation.
- Remove code-style violating white spaces.
|