| Commit message (Collapse) | Author | Age |
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My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.
Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.
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Fixes #4799
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Note: Smooth lighting disables the mesh cache.
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invocations of add_particle{,spawner} (fixes #5108)
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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.
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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.
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These are needed to go from things like entity yaw to a vector
and vice versa.
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This function returns the box corners of the smallest box
that includes the two given coordinates.
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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2f56a00d9eef82052614e5854a07b39b087efd0b)
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os.exit will exit not using proper resource liberation paths.
Mods should call the proper exit mod using our API
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Add show_statusline_on_connect setting
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Send texture modifier to clients connecting later too
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Neither flag as force delete nor show the warning when mapblock is full and object is a player
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This fixes #4067
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Introduces two functions to unregister and override chatcommands.
minetest.unregister_chatcommand("<name>") and
minetest.override_chatcommand("<name>", {<redifinition>})
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This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
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* Add search to advanced settings
* Press enter again to go to next result
* Use keyword based search, auto select best option
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Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
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* Added lua tracebacks to some errors where you have been blind to what actually went wrong
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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.
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Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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This fixes #5033
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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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.
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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>
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* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
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* 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
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