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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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* Add a button for disabling all mods to world config. (#3900)red-0012016-10-12
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* Add missing languages to the settingsSmallJoker2016-10-11
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* Disable cmake message concerning WIN32 on non-windows systemsRogier2016-10-11
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* A little cleanup since previous commitLoic Blot2016-10-09
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* Environment cleanupLoic Blot2016-10-09
| | | | | | | | | | | | | * Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
* Remove unused parameter of GUIVolumeChangeRui2016-10-09
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* Move RemotePlayer code to its own cpp/headerLoic Blot2016-10-08
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* RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) ↵Loic Blot2016-10-08
| | | | | | | | | | | | (patch 3 of X) * remove IGameDef from Player class, only LocalPlayer has it now * move many attributes/functions only used by LocalPlayer from Player to LocalPlayer * move many attributes/functions only used by RemotePlayer from Player to RemotePlayer * make some functions const * hudGetHotbarSelectedImage now returns const ref * RemotePlayer getHotbarSelectedImage now returns const ref * various code style fixes
* Optimize ClientIface::getPlayerNames(): return const ref instead a copy of ↵Loic Blot2016-10-08
| | | | all names
* More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)Loic Blot2016-10-08
| | | | | | | * ClientEnvironment now uses UNORDERED MAP for active objects * Use RemotePlayer and LocalPlayer everywhere it's possible * Minor code style fixes * Drop Client::getBreath() unused function
* Fix backwards compatibility issue introduced by close_on_enterrubenwardy2016-10-08
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* Ensure std::unordered_ be used on MSVC 2010 too (#4600)SmallJoker2016-10-09
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* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot2016-10-08
| | | | | | | * Server/Client Environments now have an helper to cast Player object in the right type to use it * Server: use RemotePlayer everywhere and remove previous added casts * Client: use LocalPlayer where needed * Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
* Speed up emerge thread by using unordered map in a few places. Looking at ↵gregorycu2016-10-08
| | | | 25% speedup in Emerge thread on Just Test.
* Ensure std::unordered_ will be used on supported MSVC compilersgregorycu2016-10-08
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* Prevent attached models from disappearing during parent reload (#4128)Foghrye42016-10-08
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* VoxelArea: faster iter function (#4490)HybridDog2016-10-08
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* Remove some unused attributes/class functions in server.cpp/hLoic Blot2016-10-08
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* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot2016-10-08
| | | | | | | | | | | * LocalPlayer take ownership of maxHudId as it's the only caller * RemotePlayer take ownership of day night ratio as it's the only user * Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call) * getPlayerSAO is now only RemotePlayer call * get/setHotbarItemCount is now RemotePlayer owned * Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type * PlayerSAO now uses RemotePlayer instead of Player because it's only server side * ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
* Lua_api.txt: Add biome and nodeupdate documentationparamat2016-10-08
| | | | | | | Add missing documentation for 'register_biome' and 'clear_registered_biomes'. Add documentation for 'nodeupdate_single'. 'nodeupdate' is not yet documented due to a bug it causes.
* Textures: Ignore unknown node in override.txtSmallJoker2016-10-08
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* Fix C++11 Windows build of threading codesfan52016-10-06
| | | | | | | The initial problem was that mutex_auto_lock.h tries to use std::unique_lock<std::mutex> despite mutex.h not using C++11's std::mutex on Windows. The problem here is the mismatch between C++11 usage conditions of the two headers. This commit moves the decision logic to threads.h and makes sure mutex.h, mutex_auto_lock.h and event.h all use the same features.
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
| | | | Also remove some unused parameters/functions