| Commit message (Collapse) | Author | Age |
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* Setting: Safe digging and placing
* New setting 'safe_dig_and_place' under Controls
* If set, digging and placing will not auto-repeat
* Releasing buttons unblocks the respective action again
* Useful for inexperienced users in creative mode where default
repeat times may be too short
* Safe placing (right click repetition) does not need a guarding flag
* Added new setting to minetest.conf.example
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Flag default is true to not change default behaviour.
The existing minimap HUD flag remains the master control for minimap.
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* Modernize source code: last par
* Use empty when needed
* Use emplace_back instead of push_back when needed
* For range-based loops
* Initializers fixes
* constructors, destructors default
* c++ C stl includes
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* Optimize headers (part 2)
* less debug.h in headers
* less remoteplayer.h for everybody
* Cleanup (part 2)
* camera.h: mesh.h
* mapgen.h: mapnode.h
* serverenvironment.h: mapblock.h
* nodedef.h: shader.h
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* use range-based for loops
* simplify some tests
* various code style fixes
* remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there
* remove unused fields in MapDrawControl
* use emplace_back instead of push_back when necessary
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* Cleanup various headers to reduce compilation times
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Document behaviour for older clients.
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To make it sound less confusing to players
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Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when
using a small view range.
Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly
strong when using a large view range.
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For consistency return to 'FPS =', add comma before FPS.
Remove 'R' from 'range_all' as may be re-keymapped.
Remove inconsistent brackets from 'range_all'.
Change 'v_range' to 'view_range'.
Add 'pos = ' before co-ordinates.
Add spaces around '=' in yaw display.
Remove brackets from around 'yaw' and 'seed'.
Move 'pointing_at' to 3rd line.
Remove 'param1' (0 for all solid nodes and unreadable for light sources due to
light bank encoding).
Remove file name of pointed node top tile (this also removes the need to get
ContentFeatures for the node, slightly improving performance).
Replace quotes around node data with brackets, looks better and more consistent.
Add 'guitext3' for third line.
Use 'setVisible' for all 3 lines to control the setting of each text rectangle.
Improve logic of 3rd line to only run code it needs to depending on whether
pointing data is avaialble and whether node is not 'ignore' and not 'unknown'.
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* New TOCLIENT_CHAT_MESSAGE packet
* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side
* Update with timestamp support
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This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
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Fixes issue #3576
* Clouds now take camera position as 3D, not 2D
* Cloud grid filling extracted to gridFilled method
* Clouds detect whether camera is inside cloud
* Camera in cloud changes fog by overriding sky colors
with cloud color
* Sun, moon and stars can be temporarily disabled
with setBodiesVisible
* Disabling fog also disables all "inside cloud" behaviors
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Fix #6092
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* Irrlicht cleanup: cleanup various object to use RenderingEngine
* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
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that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
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* Add Device3D class which will contain IrrlichtDevice interface
move getSupportedVideoDrivers to Device3D
Add Device3D singleton & use it in various places
Rename Device3D to Rendering engine & add helper functions to various device pointers
More singleton work
RenderingEngine owns draw_load_screen
move draw functions to RenderingEngine
Reduce IrrlichtDevice exposure and guienvironment
RenderingEngine: Expose get_timer_time() to remove device from guiEngine
Make irrlichtdevice & scene manager less exposed
* Code style fixes
* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine
Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly
* enum paralax => enum parallax
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Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
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* Show param1 and param2 in debug screen
* Add units and some formatting to debug screen
* Minor refactor of param1/param2 debug display
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* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
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We already have the device param as class member
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* C++11 patchset 10: continue cleanup on constructors
* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)
* More classes cleanup
* More classes cleanup + change NULL tests to boolean tests
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thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.
Add thread_local to undersampling calculation too.
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Minetest does not have 'run'.
Automatic forwards is very often used while flying or swimming, so a general
word is more suitable.
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This ensures the shutting down progress bar is correctly rendered. This fixes #3050.
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Fixes a crash caused in MTGame by breaking and right-clicking a chest.
If loading meta, digging, node can disappear and we looked at meta, which is wrong because meta became NULL.
Pointer is invalidated and we read wrong memory area
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Use runData.dig_time_complete instead of params.time to find out whether it's instant digging.
runData.dig_time_complete is set to something very big if the node can't be dug, whereas param.time is 0 when digging is impossible or it's instant digging. So not using param.time fixes #5728.
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* When minimap is disabled in configuration, really disable it
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* Limit properly the sound setting at updateSound runtime step
Fix #5026
* Add a comment
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* Move KeyList & InputHandler from game.h to client/inputhandler.h
We have a header for inputs, move inputhandler class & related keylist object to it
Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined
* Pass clang-format on inputhandler.{cpp,h} (compatible)
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- Split movement keys into separate entries.
- Increase buffer size due to the above change.
- Change capitalisation.
- Remove code-style violating white spaces.
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* Rework escape/pause menu
- Remove build information
- Use current controls instead of default controls
- Add information about the current server in place of the build information
- Add text saying the game is paused to if in singleplayer mode.
rework pause/escape menu
* improve consistency + display server_name
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* Save minetest screen width/height options when modified
* Add autosave_screensize setting (default true)
* Fix @SmallJoker comments
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Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
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Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is.
This prevents fake ClientEvent creation & memory allocations
Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
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* [CSM] Add event on_place_node API lua
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