| Commit message (Collapse) | Author | Age |
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* LocalPlayer take ownership of maxHudId as it's the only caller
* RemotePlayer take ownership of day night ratio as it's the only user
* Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call)
* getPlayerSAO is now only RemotePlayer call
* get/setHotbarItemCount is now RemotePlayer owned
* Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type
* PlayerSAO now uses RemotePlayer instead of Player because it's only server side
* ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
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This is part 2 for 5f084cd98d7b3326b51320455364337539710efd
Other improvements:
* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
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Disable the ability to connect to old servers by default to
improve password security.
If people still want to connect to old (0.4.12 and earlier)
servers, they can flip the send_pre_v25_init setting.
Add the ability to detect if we've tried to connect
to a server which only supports the pre v25 init protocol,
and show an apropriate error message. Most times the error
will already be catched at the serverlist level, the
detection mechanism only acts as last resort, because the
"Connection timed out" error message that would be shown
otherwise would be very confusing.
Automatic "fixing" of this condition is not desired,
as it would allow for downgrade attacks.
As already 161 of the 167 servers on the serverlist
support the new srp based auth protocol (> 96%),
the breakage should be minimal.
Follow up of commit
af30183124d40a969040d7de4b3a487feec466e4 "Add option to not send pre v25 init packet"
Also change the pessimistic assumption of masterlist
server versions to optimistic, in order to avoid buggy
behaviour (favourites not in the serverlist would be
denied to connect to, etc).
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Move version information into the window caption.
On popular player request.
Fixes #4209.
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Adds initial ingame gamepad support to minetest.
Full Formspec support is not implemented yet and
can be added by a later change.
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* Move key types into own file
* Use Generalized input methods in game.cpp
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Add documentation, move files to a proper place and avoid memory leaks.
Make it work with most kind of texts, and allow backgrounds too.
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@nerzhul improvements * Add unit tests * Fix coding style * move guiChatConsole.hpp to client/
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We can remove the function in MtNativeActivity now
as it serves precisely that purpose: to tell irrlicht
that we handled the esc key.
TODO for later:
* Perhaps try to find a more performant container than KeyList
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Also, change the escape character to the more standard \x1b
Thus, it can be used in the future for translation or colored text,
for example.
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Setting only loaded once, default value is to enable them.
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This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.
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We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
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keymap_console opens a full window for chat history browsing.
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Fixes #3719
Closes #3753
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The pageflip mode requires a stereo quadbuffer, and a modern graphic
card. Patch tested with NVidia 3D Vision.
The mini-map is not drawn, but that's what is done for topbottom and
sidebyside modes as well.
Also most of the time the user would prefer the HUD to be off. That's
for the user to decide though, and toggle it manually.
Finally, the interocular distance (aka eye separation) is twice as much
as the "3d_paralax_strength" settings. I find this a strange design
decision. I didn't want to chance this though, since it's how the other
3d modes interpret this settings.
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My commit
e2d54c9f9275e4f77ec33be8054621d42945f7a4 "shutdown when requested from lua in singleplayer too"
broke minetest's feature to connect to servers. The client crashed
after the connection init was complete.
Thanks to @sofar for reporting the bug.
Fixes #3498.
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Before, minetest.request_shutdown didn't shut down
singleplayer instances or server instances from the server tab.
This commit fixes this. Fixes #3489.
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On Windows Release x64 bit build this changes:
ProfilerGraph::put
1.68% -> 0.061%
ProfilerGraph::draw
12% -> 17.%
So yes, there is a tradeoff between saving profiling data
(executed always) and drawing the profiler graph (executed very rarely).
But usually you don't have the profiler graph open.
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This allows the player to toggle continuous forward with a key (F by default),
so we don't have to hold down the forward key endlessly.
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fixes https://github.com/minetest/minetest_game/issues/537
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Everywhere where wstrgettext was used, its output was converted back
to utf8. As wstrgettext internally converts the return value
from utf8 to wstring, it has been a waste. Remove the function, and
use strgettext instead.
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- Add warning log level
- Change debug_log_level setting to enumeration string
- Map Irrlicht log events to MT log events
- Encapsulate log_* functions and global variables into a class, Logger
- Unify dstream with standard logging mechanism
- Unify core.debug() with standard core.log() script API
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Enable the server to request the client to reconnect.
This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
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Also don't show "probably running a different version" message in simple singleplayer mode
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Spare some copies.
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