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* Include TILE_MATERIAL_OPAQUE in shaders header (#6086)stujones112017-07-01
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* C++11 cleanup inventorymanager (#6077)Vincent Glize2017-07-01
| | | | * C++11 cleanup inventorymanager
* Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones112017-07-01
| | | | | Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
* Create a filesystem abstraction layer for CSM and only allow accessing files ↵red-0012017-06-30
| | | | | | | | | | | | | | | | | | that are scanned into it. (#5965) * Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
* Mapgen: Remove unnecessary 'this->' from constructors (#6069)Paramat2017-06-30
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* Change the server description after a search (#6074)Vincent Glize2017-06-29
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* Mgv7: Fix undefined 'float_mount_height'paramat2017-06-28
| | | | | | | | Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter 'float_mount_height' but was missing the necessary line in the constructor to get the altered value from 'params'. Fixes 3D floatland terrain generating everywhere.
* Fix for empty key/value when reading item string with wear but no metadata ↵Jesse McDonald2017-06-27
| | | | (#6058)
* Fix msvc annoyances (#5963)adrido2017-06-27
| | | | | | | | | | | | | | | | | | | | * MSVC: Fix '/std:c++11' is not a valid compiler option * MSVC/MINGW: Define 'WIN32_LEAN_AND_MEAN' for the whole project In some obscure cases 'Windows.h" got includet before that definition, which leaded to compilation warnings+errors * MSVC: '/arch:SSE' is only available for x86 * MSVC: Fix float conversation * MSVC/MINGW: use winthreads on Windows * MSVC: 'USE_CMAKE_CONFIG' might be already definied by CMake build system * MSVC: Use all available cpu cores for compiling * Add missing include ctime and use std::time_t
* Fix arm inertia limit casekilbith2017-06-27
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* Fix undefined behaviour in arm movement when dividing by zeroLoic Blot2017-06-26
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* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
* Fix Camera::add_arm_inertia -> addArmInertiaLoic Blot2017-06-26
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* Add Arm Inertia (#6050)kilbith2017-06-26
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* Ores: Make 'absheight' flag non-functionalparamat2017-06-26
| | | | | | | | | | | | | | The 'absheight' flag was added years ago for the floatlands of 'indev' mapgen (now deleted). The feature mirrored all ore placement around y = 0 to place ores in floatlands. In MTG we now use dedicated ore registrations for floatlands. The feature is crude, inflexible, problematic and very rarely used, it also makes ore vertical range code more complex. Minetest 0.5 is a good chance to remove the feature. The flag itself remains to not break flag values.
* Revert "Ores: Make 'absheight' flag non-functional"Loic Blot2017-06-25
| | | | This reverts commit 90ed6fc732ca667ca970b7c38d39c809e5c3553e.
* Inventory: Fix wrong stack size behaviour and item loss (#6039)SmallJoker2017-06-25
| | | | Also fix itemFits and remove constness-nonsense
* Mgv7: Clean up divide-by-zero fixparamat2017-06-25
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* Ores: Make 'absheight' flag non-functionalparamat2017-06-25
| | | | | | | | | | | | | | The 'absheight' flag was added years ago for the floatlands of 'indev' mapgen (now deleted). The feature mirrored all ore placement around y = 0 to place ores in floatlands. In MTG we now use dedicated ore registrations for floatlands. The feature is crude, inflexible, problematic and very rarely used, it also makes ore vertical range code more complex. Minetest 0.5 is a good chance to remove the feature. The flag itself remains to not break flag values.
* Helper methods for hardware colorization (#5870)Dániel Juhász2017-06-24
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* Emit liquid sound if the player walks in liquid (#6040)Dániel Juhász2017-06-24
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* C++11 cleanup on constructors guiEngine (#6036)Vincent Glize2017-06-24
| | | | * C++11 cleanup on constructors guiEngine
* Game::showOverlayMessage: securise functionLoic Blot2017-06-24
| | | | Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
* Mgv7: Avoid divide-by-zero errorsparamat2017-06-24
| | | | | Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan. This can cause massive vertical columns of water to appear above sea level.
* Mgvalleys: Use existing 'lava_max_height' value in CavesRandomWalkparamat2017-06-24
| | | | | Now that lava depth in large caves is variable we can use the already present 'lava_max_height' value to set the lava depth in them.
* Show param1 and param2 in debug screen (#6031)Wuzzy2017-06-23
| | | | | | | | * Show param1 and param2 in debug screen * Add units and some formatting to debug screen * Minor refactor of param1/param2 debug display
* LINT fixLoïc Blot2017-06-22
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* Fix CSM crash caused by move to C++11. (#6027)red-0012017-06-22
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* CavesRandomWalk: Make 'lava_depth' a mapgen parameterparamat2017-06-22
| | | | | | | As with 'large_cave_depth', lava depth was previously a fixed y value and therefore incompatible with the ability to shift terrain vertically. Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
* Add minetest.rgba function that returns ColorString from RGBA or RGB valuesGael-de-Sailly2017-06-22
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* Cpp11 initializers: last src root changeset (#6022)Loïc Blot2017-06-21
| | | | | | * Cpp11 initializers: last src root changeset Finish to migrate all src root folder files to C++11 constructor initializers
* Fix render order of overlays (#6008)Dániel Juhász2017-06-21
| | | | | | | | * Fix render order of overlays * Use C++11 loops * Fix time_t
* C++11 cleanup on constructors dir network (#6021)Vincent Glize2017-06-21
| | | | * C++11 cleanup on constructors dir network
* C++11 cleanup on constructors dir client (#6012)Vincent Glize2017-06-21
| | | | * C++11 cleanup on constructors dir client
* Fix console resize issue when maximising game window (#6023)Ezhh2017-06-21
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* Mgv5/v7/fractal: Add 'large_cave_depth' parameter to replace fixed valueparamat2017-06-21
| | | | | | The value cannot be fixed because we can shift terrain vertically. This also makes these mapgens consistent with mgflat and mgvalleys which have 'large_cave_depth' parameters.
* Inventory: Make addItem for empty ItemStacks respect max stack sizeJesse McDonald2017-06-21
| | | | | | | When adding items to an empty ItemStack, limit the number of items taken based on the maximum stack size in the item description. Likewise, when checking whether items will fit into an empty ItemStack, only absorb as many items as are allowed in a single stack and return the rest.
* Merge cguittfont lib in irrlicht change folder. (#6016)Loïc Blot2017-06-20
| | | | | | * Merge cguittfont lib in irrlicht change folder. This remove hack and static lib for FreeType
* Fix console not being properly resized after window size changed (#6020)Zeno-2017-06-20
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* Automatic item and node colorization (#5640)Dániel Juhász2017-06-20
| | | | | | | | | | | | | | | | | * Automatic item and node colorization Now nodes with a palette yield colored item stacks, and colored items place colored nodes by default. The client predicts the colorization. * Backwards compatibility * Use nil * Style fixes * Fix code style * Document changes
* Add new travis required configuration for trustyLoïc Blot2017-06-20
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* Fix 1 more warning reported by GCCLoic Blot2017-06-20
| | | | We don't write in correct buffer size in analyze_block
* Fix 2 warnings reported by GCCLoic Blot2017-06-20
| | | | | * ClientEnvironment::m_irr is not used anymore since a recent cleanup * l_vmanip constructor ordering
* C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19
| | | | * C++11 cleanup on constructors dir script
* Remove IrrlichtDevice unused pointer from ClientActiveObject class & childs ↵Loïc Blot2017-06-19
| | | | (#6010)
* find_nodes_in_area: Extend maximal count to U32_MAX (#5277)SmallJoker2017-06-19
| | | | | | | Extend documentation, limit area volume Remove u16 count limitation * Prevent integer overflow, replace minp/maxp with pos1/pos2
* hud.h: add missing false default state on use_hotbar_selected_imageLoïc Blot2017-06-19
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* hud.cpp: fix wrong indent in drawItemLoïc Blot2017-06-19
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* Verify HudSetParams input when hotbar textures are set (#6013)Loïc Blot2017-06-19
| | | | | | * Verify HudSetParams input when hotbar textures are set This fix #6011
* Mgv7: Do not limit river generation if no floatlandsparamat2017-06-19
| | | | | | Previously, the carving of rivers was disabled above 'shadow_limit' even if floatlands were disabled. This caused rivers to be unnecessarily disabled if mapgen was customised to have surface level above y = 1024.