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* Extend minetest.is_yes()red-0012017-01-07
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* README.txt: Update the License to 2010-2017LNJ2017-01-05
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* lua_api.txt: Add registered_chatcommands to global tablesLNJ2017-01-05
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* Add raycast.cpp and tileanimation.cpp to Android.mkWayward12017-01-05
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* Expose and document chatcommands as minetest.registered_chatcommandsrubenwardy2017-01-04
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* Fixes for using std:vector in ABMHander and further perf improvementsLars Hofhansl2017-01-04
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* Use std::vector instead of std::map in class ABMHandlerRogier-52017-01-04
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* Improve getPointedThing() (#4346)Dániel Juhász2017-01-04
| | | | | | | | | | | | | | | | | | | * Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
* Travis: Build server too for UNIXLoïc Blot2017-01-04
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* Pull occlusion check out of loop, and minor code cleanups.Lars Hofhansl2017-01-03
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* Fix display gamma documentationThomas--S2017-01-02
| | | Overlooked in #4873
* Add 2D sheet animation for nodessfan52017-01-02
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* Added "[sheet" to the texture special commands.Luke Puchner-Hardman2017-01-02
| | | | | | | | "[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles on it and crops to the tile at position X,Y. Basically it works like "[verticalframe" but in 2D. For testing, I combined the four default_chest images into one.
* Move TileAnimation code to seperate filesfan52017-01-02
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* Fix non reverted change on TOSERVER_BREATH compatLoic Blot2017-01-01
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* Breath cheat fix: server sideLoic Blot2017-01-01
| | | | | | | | | Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer
* Fix /grant & /revoke not working with custom auth handler (#4974)Dorian Wouters2016-12-31
| | | core.auth_table is not supposed to be accessed directly.
* Fix interact range check (thanks to @lhofhansl)sfan52016-12-29
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* Use the outgoing split sequence number for every outgoing packet (#4864)Rogier-52016-12-29
| | | | | (instead of the last incoming sequence number...) Fixes #4848
* Buildbot: Update Gettext version (#4971)sfan52016-12-29
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* Redo light.cpp.Auke Kok2016-12-28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Remake the light_decode_table. The table starts out without pre-filled in values since those are always discarded by the code apparently. We calculate a pseudo curve with gamma power function, and then apply a new adjustment table. The adjustment table is setup to make the default gamma of 2.2 look decent: not too dark at light level 3 or so, but too dark at 1 and below to be playable. The curve is much smoother than before and looks reasonable at the whole range, offering a pleasant decay of light levels away from lights. The `display_gamma` setting now actually does something logical: the game is darker at values below 2.2, and brighter at values above 2.2. At 3.0, the game is very bright, but still has a good light scale. At 1.1 or so, the bottom 5 light levels are virtually black, but you can still see enough detail at light levels 7-8, so the range and spread is adequate. I must add that my monitor is somewhat dark to begin with, since I have a `hc` screen that doesn't dynamic range colors or try to pull up `black` pixels for me (it is tuned for accurate color and light levels), so this should look even better on more dynamic display tunings.
* Dont compare short with bool (#4963)adrido2016-12-28
| | | Fixes a compiler warning on MSVC
* Irrlicht 1.9 supportsfan52016-12-26
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* Various anticheat improvementssfan52016-12-26
| | | | | | | * Calculate maximum interact distance from wielded tool * New "interacted_while_dead" cheat_type for the Lua API * Disallow dropping items while dead * Move player to spawn before resurrecting them
* Add gradle wrapper (#4954)Ner'zhul2016-12-24
| | | Gradle wrapper permit to use multiple gradle versions across OS versions
* Update Android build tools to latest version (#4872)rubenwardy2016-12-24
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* Minimal game: Use field 'tiles' instead of 'tile_images'Rogier2016-12-24
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* Move PP() and PP2() macros to basic_macros.hRogier2016-12-24
| | | | Instead of redefining them everywhere.
* Process ABMs in a spherical volume instead of cubicLars Hofhansl2016-12-24
| | | | Increase active_block_range default to a 3 mapblock radius.
* Shaders: Remove unnecessary 'if' statementsLars Hofhansl2016-12-24
| | | | | | Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
* Make minetest abort on lua panicRogier2016-12-24
| | | | | | | Currently, lua does a regular exit() after a lua panic, which can make a problem hard to debug. Invoking FATAL_ERROR() instead will print some useful information, and abort() minetest, so that a debugger can be used to analyze the situation.
* Continue with 0.4.15-devsfan52016-12-22
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* Bump version to 0.4.15sfan52016-12-22
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* Final update to credits before releaseCraig Robbins2016-12-22
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* Translated using Weblate (Russian)Nikolay2016-12-22
| | | | Currently translated at 59.2% (544 of 918 strings)
* Translated using Weblate (Portuguese (Brazil))Cold Meson 062016-12-22
| | | | Currently translated at 99.5% (914 of 918 strings)
* Translated using Weblate (Portuguese (Brazil))Bruno Borges2016-12-22
| | | | Currently translated at 94.8% (871 of 918 strings)
* Translated using Weblate (Portuguese (Brazil))Cold Meson 062016-12-22
| | | | Currently translated at 84.5% (776 of 918 strings)
* Translated using Weblate (Dutch)Rogier2016-12-22
| | | | Currently translated at 85.2% (783 of 918 strings)
* Translated using Weblate (German)Wuzzy2016-12-22
| | | | Currently translated at 100.0% (918 of 918 strings)
* Android: Workarounds for Googles completely broken NDKsfan52016-12-22
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* Android: update curl and libgmpest312016-12-21
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* Builtin/../falling.lua: Avoid crash when object pos over limitparamat2016-12-21
| | | | | If the object pos is over limit, 'add entity' will not add an entity, causing 'obj' to be nil.
* Don't ship with broken languages (#4940)est312016-12-21
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* Disable mod security by default (closes #4944)sfan52016-12-21
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* Fix warning reported by clang (possible bug in Settings lua api)sfan52016-12-21
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* Correct Swahili translations (#4939)sfan52016-12-21
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* Limit drawing rect of selected item to viewport size (fixes #4341)sfan52016-12-20
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* Security: Fix resolving of some relative pathsShadowNinja2016-12-20
| | | | | | | | | | | | | Trying to resolve a path with RemoveRelativePathComponents that can't be resolved without leaving leading parent components (e.g. "../worlds/foo" or "bar/../../worlds/foo") will fail. To work around this, we leave the relative components and simply remove the trailing components one at a time, and bail out when we find a parent component. This will still fail for paths like "worlds/foo/noexist/../auth.txt" (the path before the last parent component must not exist), but this is fine since you won't be able to open a file with a path like that anyways (the O.S. will determine that the path doesn't exist. Try `cat /a/../etc/passwd`).
* Fix RemoveRelatvePathComponentsShadowNinja2016-12-20
| | | | | This used to return "/foo" for "../foo" when it should return the enpty string (i.e., error removing all relative components).