| Commit message (Collapse) | Author | Age |
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* Camera: Fix division by 0 after view bobbing
* Remove ignored constness
* Connection: Improve window size range limits
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fixes #11610
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This commit deprecates the forward, backward, left, and right binary
inputs currently used for player movement in the PlayerControl struct.
In their place, it adds the movement_speed and movement_direction
values, which represents the player movement is a polar coordinate
system.
movement_speed is a scalar from 0.0 to 1.0. movement_direction is
an angle from 0 to +-Pi:
FWD
0
_
LFT / \ RGT
-Pi/2 | | +Pi/2
\_/
+-Pi
BCK
Boolean movement bits will still be set for server telegrams and
Lua script invocations to provide full backward compatibility.
When generating these values from an analog input, a direction is
considered active when it is 22.5 degrees away from either
orthogonal axis.
Co-authored-by: Markus Koch <markus@notsyncing.net>
Co-authored-by: sfan5 <sfan5@live.de>
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This comes into play on older servers which do not know the "stat" type.
Warnings are only logged once to avoid spam within globalstep callbacks
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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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i.e. checks for duplicate logins before sending all media data to the client.
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Also changes if/if to switch/case
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The server must have authority about attachments. This commit ignores any player movement packets as long they're attached.
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fixes #7643
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The only valid usecase for these is interfacing with OS APIs
that want a locale/OS-specific multibyte encoding.
But they weren't used for that anywhere, instead UTF-8 is pretty
much assumed when it comes to that.
Since these are only a potential source of bugs and do not fulfil
their purpose at all, drop them entirely.
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specifically: after the peer has already disappeared
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closes #10434
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A Minetest peer initiates a connection by sending a packet with an invalid peer_id, for whatever reason the code for doing this ran on both the client and the server meaning you could connect to a client if you knew what the address:port tuple it was listening on.
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Run unused functions reported by cppcheck
This change removes a few (but not all) unused functions.
Some unused helper functions were not removed due to their complexity and potential of future use.
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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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Change dangerous pointer to unique_ptr for automated deletion.
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* Code cleanup in serverpackethandler
* do not define p_under unless a node is pointed
* use switch-case and reduce indentation
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Fixing linkage/libraries missing issue.
Implements missing platform specifics.
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Co-authored-by: Sam Caulfield <sam@samcaulfield.com>
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(#9496)
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Co-authored-by: Raul Ferriz <raul.ferriz@gmail.com>
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Replace on_auth_fail callback with more versatile on_authplayer
Better clarify account login process in Lua API documentation
Change initial timestamp for newly registered accounts to -1
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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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* 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.
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