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* Revert "m_active_object_messages is used like a queue. Use std::queue ↵kwolekr2015-04-21
| | | | | | | | instead of std::list. Also rename to m_active_object_messages_queue" This reverts commit 972d17baea81ffe6d508b291ef97207a4822e1da. The commit being reverted was unauthorized. There had been no discussion, review, or sign-off prior to submittal to upstream.
* m_active_object_messages is used like a queue. Use std::queue instead of ↵Loic Blot2015-04-21
| | | | std::list. Also rename to m_active_object_messages_queue
* Use std::vector instead of std::set for Environment::getObjectsInsideRadiusLoic Blot2015-04-16
| | | | | We are only iterating sequentially, we don't need a set here Also use a vector reference instead of a copy
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Fix usage of destroyed mutexkwolekr2015-03-31
| | | | | | Also fix a memory leak Fix overloaded virtual warning in Player::move() Remove some trailing whitespace
* Minor bug fix (lag between damage flash and hearts updating)Craig Robbins2015-03-17
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* Fix various damage related bugs (client-side)Craig Robbins2015-03-17
| | | | E.g. spawning or teleporting into lava to become invinsible
* Use the new Player::isDead function when it's the caseLoic Blot2015-03-13
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* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Fix issue #2441: crash on respawn, since a conversion std::list to ↵Loic Blot2015-03-05
| | | | | | | std::vector on Environment.cpp * Also change some std::list to std::vector for ClientMap::renderMap * Remove disabled code in ClientMap::renderMap, disabled since a long time
* Performance improvement: Use std::list instead of std::vector for ↵Loic Blot2015-03-05
| | | | | | request_media, Server::getModNames, Environment::m_simple_objects. * Also remove unused Server::m_modspaths
* Remove Queue class which uses std::list and use native std::queueLoic Blot2015-03-05
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* Use std::vector instead of std::list in StaticObjectList and ↵Loic Blot2015-03-04
| | | | MutexedMap::getValues()
* ABMHandler and player_collisions use sequential read/write. Switch from ↵Loic Blot2015-03-04
| | | | | | std::list to std::vector * Also remove dead code Map::unloadUnusedData which is dead since a long time
* ASyncRunStep doesn't need to lock when do setTimeOfDaySpeed.Loic Blot2015-03-04
| | | | | * setTimeOfDaySpeed already lock a mutex when modify the value, we don't need to lock all environment. * add a fine grain lock for getTimeOfDay and setTimeOfDay to solve environment multithread modifications on this value
* Change many useless std::list into Environment class (m_players), ABMHandler ↵Loic Blot2015-02-17
| | | | | | and ActiveBlockList::update This improve looping performances.
* Replace std::list by std::vector into ServerMap::listAllLoadableBlocks ↵Loic Blot2015-02-17
| | | | | | ServerMap::listAllLoadedBlocks and their database backends. This adds a speedup on database migration and /clearobjects command
* SAO: re-add old ActiveObjectTypes for a future migration layerLoic Blot2015-02-17
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* Fix dying of lava causes repeated death This is a bugfix for issue #81gregorycu2015-02-05
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* Use std::string::empty() instead of size() where applicableAnton2014-12-12
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* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
| | | | | 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
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
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* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Replace setting unlimited_player_transfer_distance with player_transfer_distanceSmallJoker2014-11-08
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* Remove remenants of mob codePavel Puchkin2014-10-23
| | | | | | Since minetest has no mobs within the core anymore, I suppose these settings and code should go. Any mod that uses `minetest.setting_getbool` will work with no problem since the default return value is `false`.
* Make players check inventory modification properlyShadowNinja2014-10-01
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* Simplify player modification checksShadowNinja2014-10-01
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* Split settings into seperate source and header filesShadowNinja2014-09-21
| | | | This also cleans up settings a bit
* Update Mapgen VoxelManipulator on buffer invalidationkwolekr2014-09-01
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* Make player files saving againSmallJoker2014-06-29
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* Store the maximum player file tries in a constantShadowNinja2014-06-23
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* Only try to load from possible player filesShadowNinja2014-06-23
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* Only keep players loaded while they're connectedShadowNinja2014-06-23
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* Fix race condition on accessing m_time_of_day_speed causing day night race ↵sapier2014-06-23
| | | | on some architectures
* Speedup attachement handling by replacing vector search by direct array ↵sapier2014-06-23
| | | | access and secondary child lookup vector
* Remove liquid_finite and weatherproller2014-04-18
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* Fix all warnings reported by clangSfan52014-04-15
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* Fix merge mistake when rebasing for PR #1169Ciaran Gultnieks2014-03-24
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* Remove goto from Environment::removePlayerSelat2014-03-12
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* Update ABM object counts when triggers add objectsCiaran Gultnieks2014-03-09
| | | | | Also fixes long-standing accuracy issue due to unknown wider object count not being incremented.
* Stop wasting time in abm - performance improvementCiaran Gultnieks2014-03-06
| | | | | | Unless I'm mistaken, the chunk of code I'm moving there is potentially executed hundreds of times inside the loop to get the exact same result every time
* Fix for unloaded but active block problemCiaran Gultnieks2014-03-02
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* ServerEnvironment: Remove direct dependency on EmergeManagerkwolekr2014-02-09
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* Add player:override_day_night_ratio() for arbitrarily controlling sunlight ↵Perttu Ahola2014-02-01
| | | | brightness
* Fix some errors reported by clang static analyzer.Ilya Zhuravlev2014-01-13
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* Add forceloadingNovatux2014-01-11
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* Make line_of_sight return blocking node positionstujones112013-12-12
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* Add minetest.swap_nodeNovatux2013-11-30
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* Revert patch 58f036ad1 that causes object duplication (which tried to fix ↵Perttu Ahola2013-11-17
| | | | objects getting hidden from client) and fix the original problem correctly. This fixes the second distinct object duplication bug.
* Actually fix weatherkwolekr2013-11-17
| | | | The real problem was that MapBlocks were not activated before getting sent to the client