| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
| |
Adds new object crosshair base pack texture
|
|
|
| |
Remove duplicated variables and unify the startup data into a new (inherited) struct.
|
|
|
| |
Co-authored-by: Raul Ferriz <raul.ferriz@gmail.com>
|
| |
|
| |
|
|
|
|
|
| |
Log all higher levels in LogOutputBuffer
Move StreamLogOutput::logRaw to source file like LogOutputBuffer::logRaw for compiling speed
|
|
|
|
|
|
|
| |
This adds support for optional “off state” icons for statbars. “off state icons” can be used to denote the lack of something, like missing hearts or bubbles.
Add "off state" textures to the builtin statbars.
Co-authored-by: SmallJoker <mk939@ymail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Server::overrideDayNightRatio doesn't require to return bool
There is no sense to sending null player, the caller should send a valid object
* Server::init: make private & cleanup
This function is always called before start() and loads some variables which can be loaded in constructor directly.
Make it private and call it directly in start
* Split Server inventory responsibility to a dedicated object
This splits permit to found various historical issues:
* duplicate lookups on player connection
* sending inventory to non related player when a player connects
* non friendly lookups on detached inventories ownership
This reduce the detached inventory complexity and also increased the
lookup performance in a quite interesting way for servers with thousands
of inventories.
|
| |
|
| |
|
| |
|
|
|
|
| |
* Add server side translations capability
|
| |
|
|
|
|
| |
Removes duplicated offset calculations from Game and use whatever the Camera class returns.
This keeps the eye position nicely in sync, and gets rid of duplicated code.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Hide some unnecessarily verbose ones behind --trace or disable them entirely.
Remove duplicate ones. Improve their contents in some places.
|
|
|
|
|
| |
* Add translator comments for "special" strings
* Add translator comments for some "tricky" strings
|
| |
|
| |
|
|
|
|
|
| |
Mods may want to to handle item interaction even if the item
is not marked usable (= server-side callback exists).
|
|
|
|
| |
Crash occurred in singleplayer when leaving a world with
autoforward enabled then re-entering a world.
|
| |
|
|
|
|
|
| |
1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
|
|
|
|
| |
ItemDefinition &selected_def,
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
Safety-guards for CSM callbacks to abort on a bad implementation
Only run callbacks when the mods are loaded (and with it: builtin)
Duplication checks inside constructors
|
|
|
|
|
| |
This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time.
Raises protocol version to 38 to ensure correct backwards-compatible code.
|
| |
|
|
|
|
|
|
|
| |
Update the profiler names to make more sense of what they actually represent
Move the profiler code from header to its source file
Use monospace font to align lines
Format the statistics line to align better with surrounding values
Refresh the profiler each 3 seconds (roughly)
|
|
|
| |
Finish getNode cleanup
|
| |
|
|
|
|
| |
This replaces the magic numbers used as interaction modes both client-side and server-side, primarily for the sake of ease-of-readability.
|
|
|
|
| |
This moves the wield item functions to Player and the tool utils for range calculation
Also 'local_inventory' was removed due to redundancy in Client
|
| |
|
| |
|
| |
|
|
|
|
| |
Formspecs will now close as soon the formspec string in the node metadata turns invalid.
|
| |
|
|
|
|
| |
Same pointing area on both camera modes.
This fix is inapplicable for non-crosshair input.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, when the CSM restriction 'LOAD_CLIENT_MODS' was used a
client was still able to add CSM code to 'builtin' to bypass that
restriction, because 'builtin' is not yet verified.
Until server-sent CSM and verifying of 'builtin' are complete, make
'LOAD_CLIENT_MODS' disable the loading of builtin.
Clarify code comments and messages to distinguish between client-side
modding and client-side scripting. 'Scripting' includes 'builtin',
'modding' does not.
|