| Commit message (Collapse) | Author | Age |
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Co-authored-by: Elias Fleckenstein <eliasfleckenstein@web.de>
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'debug' priv to view wireframe (#9315)
Fixes #7245.
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Features:
* Define Minimap available modes (surface/radar, scale) from Lua, using player:set_minimap_modes()
* New HUD elements for displaying minimap with custom size and placing
* New minimap mode for displaying a texture instead of the map
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This commit clarifies the maximal length of the serialized strings.
It will avoid accidental use of serializeString() when a larger string can be expected.
Removes unused Wide String serialization functions
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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>
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Hide some unnecessarily verbose ones behind --trace or disable them entirely.
Remove duplicate ones. Improve their contents in some places.
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* Add translator comments for "special" strings
* Add translator comments for some "tricky" strings
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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
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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.
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The intended usecase is knockback, but there's potential for more.
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Fixes #8332
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* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
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(#8288)"
This reverts commit 01cd63bd3bca0192dab2834faf414b022706a77e.
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Reverts 5dab7426451842793b183fbd961ad2ae83c8acbd
"[CSM] Add functions to create particles and particlespawners."
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* Proselytize the network. Use IEEE F32
* Remove unused V2F1000 functions
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Includes newer style changes and fixes by est31
Improve the block position de-serialization
Add type NodeMetadataMap
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Update Android.mk
Remove 'src/client' from include_directories
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Use the CSM death formspec when CSM is enabled and use the engine death formspec when CSM is disabled.
Move the CSM death formspec code to a dedicated file.
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Breaks backwards compatibility for good
Bump protocol version
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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& Satisfy LINT
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* Cleanup sound manager client
* Use some const refs
* Use auto on iterators
* Drop unused parameters
* Move sound_openal.* to client folder
* Move sound.cpp + OnDemandSoundFetcher to client/ folder + reorganize includes properly
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The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
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* [CSM] Add basic HUD manipulation.
Workaround for on_connect not working right now.
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* Attempt to add registration confirmation
Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist.
Also tell player about the server and chosen username.
Local game has localhost as IP address of the server.
Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background.
aborted -> connection_aborted
* Rewrite information message text
Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
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* CSM fixes: load mods after flavours & add flavour to block mod loading
* Don't permit to load mods twice
* Prepare builtin integrity global algorithm
* Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour
* flag typo fix
* Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
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Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
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