| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
|
|
|
| |
Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket
Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing
This remove a long existing memory copy
Also check the packet size directly into Connection::Receive instead of packet processing
|
|
|
|
|
|
|
|
| |
Filename screenshot_ + ISO 8601 format + [-serial]
i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png
Serial is added if the filename + timestamp already exists and is in the range 1 to 999
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Combine client and server man pages.
* Update unit test options and available databases in man page.
* Add `--worldname` to man page.
* Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`.
* Disable server build by default on all operating systems.
* Make `ENABLE_FREETYPE` not fail if FreeType isn't found.
* Enable LevelDB, Redis, and FreeType detection by default.
* Remove the `VERSION_PATCH_ORIG` hack.
* Add option to search for and use system JSONCPP.
* Remove broken LuaJIT version detection.
* Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`.
* Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`.
* Clean up style of CMake files.
|
| |
|
|
|
|
|
|
|
|
| |
* TOSERVER_INIT_LEGACY
* TOSERVER_DELETEDBLOCKS
* TOSERVER_GOTBLOCKS
* TOSERVER_REMOVED_SOUNDS
Also use a std::vector instead of std::set for TOSERVER_REMOVED_SOUNDS
|
|
|
|
| |
The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
|
| |
|
| |
|
|
|
|
| |
between new network changes and old network clients
|
|
|
|
| |
Also change bzero to memset. bzero doesn't work on windows
|
| |
|
|
|
|
| |
NDEBUG is defined), replace those usages with persistent alternatives
|
| |
|
|
|
|
|
|
| |
request_media, Server::getModNames, Environment::m_simple_objects.
* Also remove unused Server::m_modspaths
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
NetworkPacket.cpp:
* Remove some deprecated functions, we must use streaming interface
* m_data converted from u8* to std::vector<u8>
* Add an exporter to forge packet to Connection object
* implement operator << std::wstring. n
* implement operator << std::string
* dynamic resize when write packet content.
* fix string writing and performances.
* create ServerCommandFactory, used by client to get useful informations about packet processing (sending).
* Reliability
* Transmit channel
* Implement putRawString for some ugly char (_INIT packet), and use it.
* Many packet read and write migrated
* Implement oldForgePacket to interface writing with current connection
* fix U8/char/bool writing
* fix string writing and performances.
* add some missing functions
* Use v3s16 read instead of reading x,y,z separately
* Add irr::video::SColor support into packets
* Add some missing handlers
* Add a template function to increase offset
* Throw a serialization error on packet reading (must be improved)
PacketFactories:
* Create ServerCommandFactory, used by client to get useful informations about packet processing (sending).
* Create ClientCommandFactory, used by server to get useful informations about packet processing (sending).
Client.cpp:
* implement NetworkPacket ::Send interface.
* Move packet handlers to a dedicated file
* Remove Client::Send(SharedBuffer)
Server.cpp:
* implement NetworkPacket ::Send interface.
* Rewrite all packets using NetworkPacket
* Move packet handlers to a dedicated file
* Remove Server::Send(SharedBuffer)
ClientIface.cpp:
* Remove sendToAll(SharedBuffer<u8>)
Connection.hpp rework:
* Remove duplicate include
* Remove duplicate negation
* Remove a useless variable
* Improve code performance by using a m_peers_list instead of scanning m_peers map
* Remove Connection::Send(SharedBuffer)
* Fix useafterfree into NetworkPacket Sending
* Remove unused Connection::sendToAll
Test.cpp:
* Remove dead code
* Update tests to use NetworkPackets
Misc:
* add new wrappers to Send packets in client, using NetworkPacket
* Add NetworkPacket methods for Connection
* coding style fix
* dead code since changes cleanup
* Use v3s16 read instead of reading x,y,z separately in some packets
* Use different files to handle packets received by client and server
* Cleanup: Remove useless includes
ok @Zeno-
Tested by @Zeno- @VanessaE and @nerzhul on running servers
|
|
|
|
|
|
|
| |
setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
|
|
|
|
|
|
| |
"enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
|
|
|
|
|
|
|
| |
setting
* Increase performance (client)
* Avoid changing a global value to solve a local problem
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Move networkcode to a dedicated directory
* Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes
* Create object NetworkPacket
* It stores command (opcode) and data separated
* It also stores peer_id
* Data reading can be done by using a streaming interface
* Change packet routing analysis
* Remove old conditional analysis
* Now uses function pointed analysis and add connection state ({Client,Server}::handlers)
* Connection state permit to categorize condition to handle before analyze packets
* Create a handler for depreciated messages, instead of duplicating code
|
| |
|
|
|
|
|
|
| |
Disables local map saving for all local server types
See: https://github.com/minetest/minetest/issues/2024
|
|
|
|
| |
their spawners
|
|
|
|
| |
Also add NodeResolver callbacks on the client
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
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
|
|
|
|
|
| |
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)
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Check if mesh is here before adding to meshcollector.
Fix deleting the meshes.
|
|
|
|
|
|
| |
sky.cpp: m_bgcolor.getAlpha() was being used before initialised
mesh related: m_highlight_mesh_color was being used uninitialised
|
| |
|
| |
|
|
|
|
| |
This also cleans up settings a bit
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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!
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Add (experimental) support for topbottom as well as sidebyside 3d mode
|
|
|
|
| |
messages
|