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* Update translation filesupdatepo.sh2021-06-16
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* Update translation filesupdatepo.sh2021-02-23
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* Update translation filesupdatepo.sh2021-01-30
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* Translated using Weblate (Korean)HunSeongPark2021-01-30
| | | | Currently translated at 75.2% (1016 of 1350 strings)
* Translated using Weblate (Korean)miaplacidus2021-01-30
| | | | Currently translated at 75.1% (1015 of 1350 strings)
* Translated using Weblate (Korean)Quick Shell2021-01-30
| | | | Currently translated at 75.1% (1015 of 1350 strings)
* Translated using Weblate (Korean)HunSeongPark2021-01-30
| | | | Currently translated at 47.3% (639 of 1350 strings)
* Translated using Weblate (Korean)kang2021-01-30
| | | | Currently translated at 39.4% (533 of 1350 strings)
* Translated using Weblate (Korean)하영김2021-01-30
| | | | Currently translated at 39.4% (532 of 1350 strings)
* Update translation filesupdatepo.sh2020-06-13
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* Update translation filesupdatepo.sh2020-04-03
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* Update translation sourcesrubenwardy2020-01-24
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* Update translation stringsupdatepo.sh2019-10-12
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* Update from Weblate (hacky)Translators2019-10-12
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* Update translation stringsupdatepo.sh2019-09-09
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* Update from WeblateTranslators2019-09-09
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* Run updatepo.shTranslations2019-02-24
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* Update minetest.conf.example, settings strings and locale files (#8230)Wuzzy2019-02-14
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* Run updatepo.shTranslation2019-02-14
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* Cleanup translation filesLoïc Blot2019-01-28
| | | | These were broken on the previous commits
* Update translationsTranslations2019-01-27
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* Run updatepo.shTranslations2019-01-06
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* Update translations from WeblateTranslations2019-01-06
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* Update minetest.conf.example and run updatepo.sh (#7947)Update Script2018-12-09
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* Add translation of LANG_CODE in all languagesEkdohibs2017-08-24
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* Fix updatepo.sh and run it.Ekdohibs2017-08-24
| | | | It was broken due to the presence of "µ" utf-8 characters in builtin/profiler/reporter.lua.
* Run updatepo.shLoic Blot2017-05-21
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* Footsteps without view bobbing (#5645)Louis Pearson2017-04-25
| | | | | | | | | | | | * Remove redundant view_bobbing setting Also fixes bug where disabling view_bobbing disables footstep sounds. * Removes redundant view_bobbing setting Setting view_bobbing amount to 0 is now the only way to turn view_bobbing on and off. Also fixed a bug where footstep sounds would not play when view_bobbing was disabled.
* Translated using Weblate (Korean)Han So Ri2017-04-06
| | | | Currently translated at 67.8% (623 of 918 strings)
* Translated using Weblate (Korean)Han So Ri2017-04-06
| | | | Currently translated at 66.4% (610 of 918 strings)
* Translated using Weblate (Korean)Han So Ri2016-12-14
| | | | | | Currently translated at 53.8% (494 of 918 strings) This is a merger of 2 commits.
* Translated using Weblate (Korean)Dongjin Han2016-12-14
| | | | Currently translated at 5.6% (52 of 918 strings)
* Translated using Weblate (Korean)sorichan2016-12-14
| | | | Currently translated at 5.6% (52 of 918 strings)
* Translated using Weblate (Korean)Dongjin Han2016-12-14
| | | | Currently translated at 1.5% (14 of 918 strings)
* Translated using Weblate (Korean)sorichan2016-12-14
| | | | Currently translated at 1.5% (14 of 918 strings)
* Run updatepo.shest312016-08-30
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* Run updatepo.shest312016-07-12
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* Run updatepo.shest312016-05-05
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* Update po files, minetest.conf.example and settings_translation_file.cppest312016-02-27
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* Run util/updatepo.shest312015-11-08
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* Run updatepo.shest312015-10-24
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* Run updatepo.shest312015-09-12
| | | | | | After this, it should hopefully not record line numbers anymore, so the diffs of updatepo.sh runs are smaller. Well, this is theory, lets see how it will turn out to be in practice.
* Run updatepo.shest312015-07-17
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* Translated using Weblate (Korean)Tae Lim Kook2015-07-17
| | | | Currently translated at 1.7% (4 of 235 strings)
* Revert "Update Russian translation"Kahrl2014-12-13
| | | | | | | | This reverts commit e4e4324a30d6bcac5cc06c74e955e4941b14bd38. Conflicts: po/minetest.pot po/*/minetest.po
* Update po filesShadowNinja2014-12-12
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* Run updatepo.shPilzAdam2013-11-23
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* Run updatepo.shIlya Zhuravlev2013-09-08
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* Run util/updatepo.shPilzAdam2013-08-25
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* Fix *.po errors caused by rebase.Ilya Zhuravlev2013-08-25
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pan>Y + speed.Y * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) return 0; } else if(relbox.MinEdge.X > xsize) { return -1; } } else if(speed.X < 0) // Check for collision with X+ plane { if(relbox.MinEdge.X >= xsize - d) { dtime = (xsize - relbox.MinEdge.X) / speed.X; if((relbox.MinEdge.Y + speed.Y * dtime < ysize) && (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) return 0; } else if(relbox.MaxEdge.X < 0) { return -1; } } // NO else if here if(speed.Y > 0) // Check for collision with Y- plane { if(relbox.MaxEdge.Y <= d) { dtime = - relbox.MaxEdge.Y / speed.Y; if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) return 1; } else if(relbox.MinEdge.Y > ysize) { return -1; } } else if(speed.Y < 0) // Check for collision with Y+ plane { if(relbox.MinEdge.Y >= ysize - d) { dtime = (ysize - relbox.MinEdge.Y) / speed.Y; if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) return 1; } else if(relbox.MaxEdge.Y < 0) { return -1; } } // NO else if here if(speed.Z > 0) // Check for collision with Z- plane { if(relbox.MaxEdge.Z <= d) { dtime = - relbox.MaxEdge.Z / speed.Z; if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Y + speed.Y * dtime < ysize) && (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO)) return 2; } //else if(relbox.MinEdge.Z > zsize) //{ // return -1; //} } else if(speed.Z < 0) // Check for collision with Z+ plane { if(relbox.MinEdge.Z >= zsize - d) { dtime = (zsize - relbox.MinEdge.Z) / speed.Z; if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Y + speed.Y * dtime < ysize) && (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO)) return 2; } //else if(relbox.MaxEdge.Z < 0) //{ // return -1; //} } return -1; } // Helper function: // Checks if moving the movingbox up by the given distance would hit a ceiling. bool wouldCollideWithCeiling( const std::vector<aabb3f> &staticboxes, const aabb3f &movingbox, f32 y_increase, f32 d) { //TimeTaker tt("wouldCollideWithCeiling"); assert(y_increase >= 0); // pre-condition for(std::vector<aabb3f>::const_iterator i = staticboxes.begin(); i != staticboxes.end(); ++i) { const aabb3f& staticbox = *i; if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) && (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) && (movingbox.MinEdge.X < staticbox.MaxEdge.X) && (movingbox.MaxEdge.X > staticbox.MinEdge.X) && (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) && (movingbox.MaxEdge.Z > staticbox.MinEdge.Z)) return true; } return false; } collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, f32 pos_max_d, const aabb3f &box_0, f32 stepheight, f32 dtime, v3f &pos_f, v3f &speed_f, v3f &accel_f,ActiveObject* self, bool collideWithObjects) { Map *map = &env->getMap(); //TimeTaker tt("collisionMoveSimple"); ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG); collisionMoveResult result; /* Calculate new velocity */ if( dtime > 0.5 ) { warningstream<<"collisionMoveSimple: maximum step interval exceeded, lost movement details!"<<std::endl; dtime = 0.5; } speed_f += accel_f * dtime; // If there is no speed, there are no collisions if(speed_f.getLength() == 0) return result; // Limit speed for avoiding hangs speed_f.Y=rangelim(speed_f.Y,-5000,5000); speed_f.X=rangelim(speed_f.X,-5000,5000); speed_f.Z=rangelim(speed_f.Z,-5000,5000); /* Collect node boxes in movement range */ std::vector<aabb3f> cboxes; std::vector<bool> is_unloaded; std::vector<bool> is_step_up; std::vector<bool> is_object; std::vector<int> bouncy_values; std::vector<v3s16> node_positions; { //TimeTaker tt2("collisionMoveSimple collect boxes"); ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); v3s16 oldpos_i = floatToInt(pos_f, BS); v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS); s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1; s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1; s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1; s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1; s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1; s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1; bool any_position_valid = false; for(s16 x = min_x; x <= max_x; x++) for(s16 y = min_y; y <= max_y; y++) for(s16 z = min_z; z <= max_z; z++) { v3s16 p(x,y,z); bool is_position_valid; MapNode n = map->getNodeNoEx(p, &is_position_valid); if (is_position_valid) { // Object collides into walkable nodes any_position_valid = true; const ContentFeatures &f = gamedef->getNodeDefManager()->get(n); if(f.walkable == false) continue; int n_bouncy_value = itemgroup_get(f.groups, "bouncy"); std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef()); for(std::vector<aabb3f>::iterator i = nodeboxes.begin(); i != nodeboxes.end(); ++i) { aabb3f box = *i; box.MinEdge += v3f(x, y, z)*BS; box.MaxEdge += v3f(x, y, z)*BS; cboxes.push_back(box); is_unloaded.push_back(false); is_step_up.push_back(false); bouncy_values.push_back(n_bouncy_value); node_positions.push_back(p); is_object.push_back(false); } } else { // Collide with unloaded nodes aabb3f box = getNodeBox(p, BS); cboxes.push_back(box); is_unloaded.push_back(true); is_step_up.push_back(false); bouncy_values.push_back(0); node_positions.push_back(p); is_object.push_back(false); } } // Do not move if world has not loaded yet, since custom node boxes // are not available for collision detection. if (!any_position_valid) return result; } // tt2 if(collideWithObjects) { ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG); //TimeTaker tt3("collisionMoveSimple collect object boxes"); /* add object boxes to cboxes */ std::vector<ActiveObject*> objects; #ifndef SERVER ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env); if (c_env != 0) { f32 distance = speed_f.getLength(); std::vector<DistanceSortedActiveObject> clientobjects; c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects); for (size_t i=0; i < clientobjects.size(); i++) { if ((self == 0) || (self != clientobjects[i].obj)) { objects.push_back((ActiveObject*)clientobjects[i].obj); } } } else #endif { ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env); if (s_env != 0) { f32 distance = speed_f.getLength(); std::vector<u16> s_objects; s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5); for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) { ServerActiveObject *current = s_env->getActiveObject(*iter); if ((self == 0) || (self != current)) { objects.push_back((ActiveObject*)current); } } } } for (std::vector<ActiveObject*>::const_iterator iter = objects.begin(); iter != objects.end(); ++iter) { ActiveObject *object = *iter; if (object != NULL) { aabb3f object_collisionbox; if (object->getCollisionBox(&object_collisionbox) && object->collideWithObjects()) { cboxes.push_back(object_collisionbox); is_unloaded.push_back(false); is_step_up.push_back(false); bouncy_values.push_back(0); node_positions.push_back(v3s16(0,0,0)); is_object.push_back(true); } } } } //tt3 assert(cboxes.size() == is_unloaded.size()); // post-condition assert(cboxes.size() == is_step_up.size()); // post-condition assert(cboxes.size() == bouncy_values.size()); // post-condition assert(cboxes.size() == node_positions.size()); // post-condition assert(cboxes.size() == is_object.size()); // post-condition /* Collision detection */ /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother //f32 d = 0.15*BS; // This should always apply, otherwise there are glitches assert(d > pos_max_d); // invariant int loopcount = 0; while(dtime > BS * 1e-10) { //TimeTaker tt3("collisionMoveSimple dtime loop"); ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); // Avoid infinite loop loopcount++; if (loopcount >= 100) { warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl; dtime = 0; break; } aabb3f movingbox = box_0; movingbox.MinEdge += pos_f; movingbox.MaxEdge += pos_f; int nearest_collided = -1; f32 nearest_dtime = dtime; u32 nearest_boxindex = -1; /* Go through every nodebox, find nearest collision */ for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { // Ignore if already stepped up this nodebox. if(is_step_up[boxindex]) continue; // Find nearest collision of the two boxes (raytracing-like) f32 dtime_tmp; int collided = axisAlignedCollision( cboxes[boxindex], movingbox, speed_f, d, dtime_tmp); if (collided == -1 || dtime_tmp >= nearest_dtime) continue; nearest_dtime = dtime_tmp; nearest_collided = collided; nearest_boxindex = boxindex; } if (nearest_collided == -1) { // No collision with any collision box. pos_f += speed_f * dtime; dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers } else { // Otherwise, a collision occurred. const aabb3f& cbox = cboxes[nearest_boxindex]; // Check for stairs. bool step_up = (nearest_collided != 1) && // must not be Y direction (movingbox.MinEdge.Y < cbox.MaxEdge.Y) && (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) && (!wouldCollideWithCeiling(cboxes, movingbox, cbox.MaxEdge.Y - movingbox.MinEdge.Y, d)); // Get bounce multiplier bool bouncy = (bouncy_values[nearest_boxindex] >= 1); float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0; // Move to the point of collision and reduce dtime by nearest_dtime if (nearest_dtime < 0) { // Handle negative nearest_dtime (can be caused by the d allowance) if (!step_up) { if (nearest_collided == 0) pos_f.X += speed_f.X * nearest_dtime; if (nearest_collided == 1) pos_f.Y += speed_f.Y * nearest_dtime; if (nearest_collided == 2) pos_f.Z += speed_f.Z * nearest_dtime; } } else { pos_f += speed_f * nearest_dtime; dtime -= nearest_dtime; } bool is_collision = true; if (is_unloaded[nearest_boxindex]) is_collision = false; CollisionInfo info; if (is_object[nearest_boxindex]) info.type = COLLISION_OBJECT; else info.type = COLLISION_NODE; info.node_p = node_positions[nearest_boxindex]; info.bouncy = bouncy; info.old_speed = speed_f; // Set the speed component that caused the collision to zero if (step_up) { // Special case: Handle stairs is_step_up[nearest_boxindex] = true; is_collision = false; } else if(nearest_collided == 0) { // X if (fabs(speed_f.X) > BS * 3) speed_f.X *= bounce; else speed_f.X = 0; result.collides = true; result.collides_xz = true; } else if(nearest_collided == 1) { // Y if(fabs(speed_f.Y) > BS * 3) speed_f.Y *= bounce; else speed_f.Y = 0; result.collides = true; } else if(nearest_collided == 2) { // Z if (fabs(speed_f.Z) > BS * 3) speed_f.Z *= bounce; else speed_f.Z = 0; result.collides = true; result.collides_xz = true; } info.new_speed = speed_f; if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS) is_collision = false; if (is_collision) { result.collisions.push_back(info); } } } /* Final touches: Check if standing on ground, step up stairs. */ aabb3f box = box_0; box.MinEdge += pos_f; box.MaxEdge += pos_f; for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { const aabb3f& cbox = cboxes[boxindex]; /* See if the object is touching ground. Object touches ground if object's minimum Y is near node's maximum Y and object's X-Z-area overlaps with the node's X-Z-area. Use 0.15*BS so that it is easier to get on a node. */ if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X && cbox.MaxEdge.Z - d > box.MinEdge.Z && cbox.MinEdge.Z + d < box.MaxEdge.Z) { if (is_step_up[boxindex]) { pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y); box = box_0; box.MinEdge += pos_f; box.MaxEdge += pos_f; } if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) { result.touching_ground = true; if (is_object[boxindex]) result.standing_on_object = true; if (is_unloaded[boxindex]) result.standing_on_unloaded = true; } } } return result; }