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* Fix computation of viewing range (in blocks) sent to server (#4882)Rogier-52016-12-11
| | | | | | | | Fixes #4878 Also remove an artificial viewing range reduction that (presumably) was added to compensate for miscomputed viewing ranges, and that doesn't seem to be needed any more (thanks to lhofhansl).
* Fix sqlite databases being read-only on 64bit Android by patching sqlite (#4871)rubenwardy2016-12-09
| | | Fixes #4121
* Buildbot: Update LuaJIT versionsfan52016-12-08
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* Simple decorations: Fix range check for deco->deco_param2Auke Kok2016-12-08
| | | | Allow any int value, and properly range check it before casting.
* Android: fix build and update depsest312016-12-07
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* Update credits (#4827)Zeno-2016-12-07
| | | Update credits
* Simple deco: Allow setting param2 value on placementAuke Kok2016-12-07
| | | | | | | | | | | | | Schematics can already be placed with a param2 value, but not simple 1-node plant decorations of the simple type. This adds a `param2` field to the simple deco type that is checked to be between 0 and 255, and put to the placed node at mapgen. This can be used to put a degrotate value in, or e.g. a fill value for leveltype nodes, or a place_param2 value at mapgen placement, or vary the shape of meshoptions plantlike drawtype.
* Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl2016-12-07
| | | | | | Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
* Liquids: Update flow on block loadMillersMan2016-12-07
| | | | | When loading a block add liquid-nodes that might flow away or spread to neighbours to the transforming_liquid queue.
* Liquids: Preserve flow state if 'ignore' is a neighbourMillersMan2016-12-07
| | | | | | | Prevent waterfalls from falling down or streams from flowing away when the source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will be interpreted as if the ignored node is a liquid node that just supports the current state of the nodes in question.
* Map::isValidPosition: Return false instead of throwing exceptionMillersMan2016-12-07
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* Optimize block sent: Fix rendering issueLars Hofhansl2016-12-03
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* Biomes: Increase heat and humidity noise spread to 1000paramat2016-12-03
| | | | | | | To avoid smaller biomes when extra biomes are added to MTGame. The addition of bushes in MTGame grasslands makes wood resources easier to find and less distant, so slightly larger biomes are now acceptable, but also desirable to encourage travel and create more sense of adventure.
* Don't send a join message in singleplayer mode.red-0012016-12-03
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* Fix incorrect docs about minetest.hud_replace_builtin (#4833)Amaz2016-12-02
| | | Fixes https://github.com/minetest/minetest/issues/4832
* Very small documentation fix. (#4830)Bluebird2016-12-02
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* Lua_api.txt: Clarify use of looping soundsparamat2016-12-01
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* Mgv7 floatlands: Various improvementsparamat2016-12-01
| | | | | | | | | | | | Floatland base terrain underside was too thin, causing excessive water leakage through tunnels under lakes, now make it thicker. Floatland mountain terrain had a rim 1 node thick which made it bare stone, now make it 2 nodes thick to merge with the floatland base terrain rim and to have a layer of biome material. Make mountain terrain more exponentially shaped by altering the exponent. Remove unnecessary and potentially ugly MYMAX() applied to n_base_height.
* Optimize/adjust blocks/ActiveObjects sent at the server based on client ↵lhofhansl2016-11-30
| | | | | | | settings. (#4811) Optimize/adjust blocks and active blocks sent at the server based on client settings.
* Allow restricting detached inventories to one playersfan52016-11-28
| | | | | | | This combats the problem of sending the hundreds of "creative" / "armor" or whatever detached invs that exist on popular servers to each and every player on join or on change of said invs.
* Limit light_source in the engine (#4814)juhdanad2016-11-28
| | | Since light_source>15 causes crash, it must be limited.
* Fix filepath > RemoveRelativePathComponent unittestsfan52016-11-27
| | | | (was broken by e4ee6548afd01040046ee3780d0fbb121d141251)
* Wieldhand: Allow overriding the handTeTpaAka2016-11-26
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* Fix fs::RemoveRelativePathComponents for paths with a leading dot componentShadowNinja2016-11-24
| | | | | | Previously, paths like ./worlds would be resolved to /worlds since the leading dot was considered just as irrelevant as a dot in the middle of the path.
* Fix secure io.linesShadowNinja2016-11-24
| | | | | It used to drop all of the return values from the insecure version of the function.
* Fix secure io.open without modeShadowNinja2016-11-24
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* Make supplying empty formspec strings close the formspec (#4737)orwell962016-11-23
| | | This will only happen if the formname matches or if formname is "".
* No functional changes. Credit gcuZeno-2016-11-23
| | | This merge doesn't make any functional changes. It's a trivial style fix so that @gregorycu can be dual credited along with shadowninja for PR #4800
* Fix superflous shader setting updates (#4800)ShadowNinja2016-11-23
| | | This improves rendering performance by ~40%
* Tool break: Reduce gain of break soundsparamat2016-11-20
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* Particles: Make attached particle spawners respect the parent's yaworwell962016-11-18
| | | | | | Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
* Builtin/../item: Enable tool breaking soundsAuke Kok2016-11-18
| | | | | | | | | | If a tool wears out and is destroyed, it's itemstack count goes to 0, and we can optionally play a breaking sound. This patch implements playing a breaking sound when this occurs. Sounds need to be added to the tool itemdef registration as the sound name string in the .sound.breaks member.
* Introduce builtin_shared and use it to fix #4778est312016-11-16
| | | | | | | | | | | Fixes #4778 which was about the error: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): /usr/local/share/minetest/builtin/game/item.lua:278: attempt to call global 'check_attached_node' (a nil value) The issue was a regression of commit 649448a2a91fbf3e944b2f2e739f4e2292af1df0 "Rename nodeupdate and nodeupdate_single and make them part of the official API"
* Fix unexplained shader issue (glsl compiler bug??) (#4757)Rogier-52016-11-17
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* Lua_api.txt: Naming convention for custom item/entity fieldsWuzzy2016-11-15
| | | | | | | Custom (non-engine) field names of items and entities are allowed. This is now documented in lua_api.txt. Field names beginning with an underscore are now reserved for mod use, the engine must not introduce any fields beginning with an underscore.
* Mgv7: Add optional floatlands, disabled by defaultparamat2016-11-15
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* Revert "Adding particle blend, glow and animation (#4705)"sfan52016-11-14
| | | | This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
* Adding particle blend, glow and animation (#4705)Foghrye42016-11-15
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* Rename nodeupdate and nodeupdate_single and make them part of the official APIest312016-11-14
| | | | | | | | | | | | | | | Now, the renamed forms of nodeupdate and nodeupdate_single are part of the official API. As nodeupdate has been used by Minetest Game and in mods despite of not being part of the official API, we ease the transition by still supporting it for the 0.4.15 release. After the release, the two functions can be removed. The removal will not violate the stability promise, as that promise only includes the official and documented API. Also, make some formerly global functions local. They most likely haven't been used by mods, therefore they won't get stubs with deprecation warnings, hard erroring directly.
* Install texture_packs.txt to DOCDIRYutao Yuan2016-11-13
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* Fix crash when attached object no longer existsRogier2016-11-13
| | | | | | | | | | Active objects that are attached to other objects are not safe from deletion. As a result, the parent object may have a reference to an id of a child's that no longer exists. If at some point an attempt is made to manipulate the child, enviromment->getActiveObject(child-id) returns NULL. Using the NULL pointer causes the crash...
* Add control information to player interacts (#4685)raymoo2016-11-12
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* Nodeupdate: Remove documentation in lua_api.txtparamat2016-11-12
| | | | | In preparation for nodeupdate being renamed and made official API in future.
* Halo: Highlight selected faceRealBadAngel2016-11-12
| | | | | This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
* Fixed tooltips not resizing with \n (#4766)lisacvuk2016-11-11
| | | | | | | | | | * Fixed tooltips not resizing with \n * Fixed it for 1.8.4 too. * Fixed not working with Freetype disabled. * Modified it to use Zeno-'s solution.
* Fix incorrect distance computation for visible blocks (#4765)Rogier-52016-11-11
| | | | | | | | The client would not compute the distance from the camera to to a mapblock correctly. The result was that blocks that were in view (i.e. not beyond the fog limit) would not be rendered. With the improved distance computation, a range adjustment that existed in clientiface.cpp is no longer required.
* Fix mob deserialization errors in the client (#4743)Rogier-52016-11-10
| | | | | | | | | The problem was seen while using the mobf mod package. The problem happens when the server serializes entity attachments. Sometimes, such attachments no longer exist. The serialization code skips those. However, the total number of attachments was serialized earlier. Therefore the client expects more than it gets, and logs a serialization error.
* Occlusion culling: Add comments, minor code improvementsparamat2016-11-09
| | | | | Remove unnecessary code. Use '/ 2.0f' because endoff is a float.
* Conf.example: Document block_send_optimize_distanceLars Hofhansl2016-11-08
| | | | Add missing documentation.
* Sky: Draw bottom of the sky box in 'cloudy fog color'Lars Hofhansl2016-11-08
| | | | | | To be identical to the lower half of the skybox sides. Now needed as the skybox base is often seen due to increasingly vertical mapgens.