| Commit message (Collapse) | Author | Age |
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This also cleans up settings a bit
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There have been plenty of ppl involved in creating this version.
I don't wanna mention names as I'm sure I'd forget someone so I
just tell where help has been done:
- The partial android versions done by various ppl
- Testing on different android devices
- reviewing code (especially the in core changes)
- testing controls
- reviewing texts
A big thank you to everyone helping this to be completed!
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Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
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Add (experimental) support for topbottom as well as sidebyside 3d mode
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messages
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Add DPI support for statbar
Move heart+bubble bar to Lua HUD
Add statbar size (based upon an idea by blue42u)
Add support for customizing breath and statbar
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Minor coding style fixes
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Don't use TOSERVER_RECEIVED_MEDIA but TOSERVER_CLIENT_READY as indicatio for client ready
Handle clients with protocol version < 23 (almost) same way as before
Make client tell server about it's version
Add client state to not send bogus player position updates prior init complete
Add access to statistics information (peer connction time,rtt,version)
Fix clients standing stalled in world while preloading item visuals (new clients only)
Add get_player_information to read client specific information from lua
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Add check for datatype overflows
use native datatype indices instead of fixed 16bit/32bit ones
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brightness
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-add client states to avoid server sending data to uninitialized clients
-don't show uninitialized clients to other players
-propper client disconnect handling
Minor comment fixes in server
Minor bugfixes in connection
-improved peer id calculation
-honor NDEBUG flag
-improved disconnect handling
-increased initial send window
Remove some dead code
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Use tables for adding particles, deprecate former way.
separate particles(pawner) definition, add default values, work with no
arguments
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Move most of the media-related code in client.cpp into a new class
ClientMediaDownloader (clientmedia.cpp, clientmedia.h). Among other
things, this class does the following things:
- Download [remote_server][sha1] instead of [remote_server][name]. This
is to support servers that provide the same file name with different
contents.
- Initially fetch [remote_server]index.mth. This file should follow the
Minetest Hashset format (currently version 1) and contain a list of SHA1
hashes that exist on the server.
- The list of needed SHA1s is uploaded (via HTTP POST) when index.mth is
requested, so servers can optionally narrow down the list to the needs
of the client.
- If index.mth is missing (HTTP response code 404), we enter compat mode,
fetching [remote_server][name] as before this commit.
- remote_server can now contain multiple servers, separated by commas.
The downloader code attempts to split requests between the different
servers, as permitted by each server's index.mth. If one server claims
to have a file but actually doesn't (or something fails), we ask a
different server that also claims to have it.
- As before, when none of the remote servers provide a particular
file, we download it via the conventional method, i.e. using
the minetest protocol: TOSERVER_REQUEST_MEDIA / TOCLIENT_MEDIA.
- Bugfix: Every downloaded file's SHA1 is now verified against the SHA1
announced by the minetest server (before loading it and inserting it
into the file cache).
- Bugfix: Only send TOSERVER_RECEIVED_MEDIA when we actually have all
media. This should fix #863.
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Net struct init
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Do a check for valid num_files before doing
assert(!m_mesh_update_thread.IsRunning());
In particular, don't execute the assertion if all media has already
been received.
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Also write something about rebuilding shaders to infostream in
Client::afterContentReceived()
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Two new configuration options are added:
- "enable_ipv6" to enable/disable the overall use of IPv6
- "ipv6_server" to enable/disable the use of IPv6 sockets when running
a server (when "enable_ipv6" is enabled)
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