| Commit message (Collapse) | Author | Age |
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Add support for notify-on-decoration
Clean up mapgen constructors
Clean up mapgen.cpp code style somewhat
Remove trailing whitespace from some files
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NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps
NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
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This is "Add name of node pointed at to debug #1677" by @rubenwardy updated to work with game.cpp after it was refactored.
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Note: The unit test was technically incorrect for all platforms but passes due to implicit casting
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Until a permanent fix can be developed
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~3-4x faster
This indirectly optimises MapBlock:copyTo() which in turn improves performance of MeshMakeData::fill()
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clicked once then don't drop single items into slots. If right mouse button has been clicked and held a second time, drop items as the mouse is moved. In the second case (automatically drop/place items as mouse is moved) only auto-drop into blank slots, or slots that contain the same item.
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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- Remove blank setting values when setting has a group
- Pair setting values with groups in file when possible
- Preserve user-set whitespace in setting objects
- Delete setting value when setting NoiseParams group
- Delete overwritten groups outside of lock
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of mgv7 biomes. l_mapgen.cpp: add '#include mapgen_v5.h' because '#include mapgen_v7' is there. Improve underwater grass hack
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Add format example to minetest.conf.example
Add Settings::setU16()
Throw exception on attempted access of NULL settings groups
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Without this patch node 0,0,0 is highlighted when enable_node_highligting is false
There is a minor lighting issue remaining, however it seems to be related to a different bug (https://github.com/minetest/minetest/issues/1887)
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Note: this does not fix the warnings generated by clang
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Fix non coding style conforming glb_fontengine to g_fontengine
Fix fonts never been deleted due to grabbed to often
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The ratios between the sizes of form elements, including text, is now
fixed, aside from variations caused by rounding. This makes form layout
almost fully predictable, and particularly independent of player's
screen size. The proportions of non-text elements are the traditional
proportions.
For compatibility, the way in which element positions and sizes are
specified remains unchanged, in all its baroqueness, with one exception.
The exception is that the position of a label[] element is now defined
in terms of the vertically center of the first line of the label,
rather than the bottom of the first line of the label. This change
allows a label to be precisely aligned with button text or an edit box,
which are positioned in a centering manner. Label positioning remains
consistent with the previous system, just more precisely defined.
Make multi-line label[] elements work properly. Previously the code set
a bounding rectangle assuming that there would be only a single line,
and as a result a multi-line label would be cut somewhere in the middle
of the second line. Now multi-line labels not only work, but have
guaranteed line spacing relative to inventory slots, to aid alignment.
Incidentally fix tabheader[] elements which were being constrained to
the wrong width.
Given an unusually large form, in variable-size mode, the form rendering
system now chooses a scale that will fit the entire form on the screen,
if that doesn't make elements too small. Fixed-size forms, including the
main menu, are have their sizes fixed in inch terms. The fixed size for
fixed-size forms and the preferred and minimum sizes for variable-size
forms all scale according to the gui_scaling parameter.
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Changes:
* Add extra documentation for remove_item.
This isn't as silly as it sounds: iterate a list containing items with
unique metadata each, and remove_item the first one you find, placing
into a different - fine, except the remove will invariably remove the
wrong one, leading to items being duplicated and others destroyed.
Arguably it's a bug, and Inventory::removeItem should actually remove
the item you tell it to. (i.e. if the passed ItemStack has metadata,
match it). But it seems reasonable to just document the behaviour
more clearly.
* Improve string_to_pos documentation.
* Clarify dig_node documentation (return value).
* Better on_step documentation.
* get_nodemeta -> get_meta.
* Other minor fixes.
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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This is not optimal as it will cause minor graphical glitches for
Irrlicht 1.7 users, but at least it fixes the build.
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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This should fix #1844. Thanks to oleastre for making the first version
of this commit (#1848).
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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Fix typo in Android Makefile ndk path.
Fix touchscreen parts of game.cpp to work after Zeno's refactor.
Fix isdigit and isspace overload conflict with Android Irrlicht in string.h
Enable sensor landscape rotation in Android Manifiest.
Add mapgen v5 to Android build.
Fix Makefile not checking leveldb.
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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textures correctly
According to doc/lua_api.txt if paramtype2 == "facedir" the two least significant bits of parm2 orient the texture around the axis. For dirs1 (looking at a wall) these would be 0, 1, 2, 3 and for dirs2 (looking at the ceiling) 2, 1, 0, 3
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exist.
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Mesh rotation helpers.
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