| Commit message (Collapse) | Author | Age |
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Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated
'fade' and 'pitch' values on server-side where only one was used anyway.
SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included.
Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the
future. Per-type version numbers are kept for now as a safety rope in a special case.
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On my system this is a reduction from 4664 to 3704 bytes.
This is not for the sake of saving RAM but ensuring
commonly used structures fit into caches better.
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This fixes an out-of-bounds index access when the node resolver was already applied to the schematic (i.e. biome decoration).
Also improves the handling of the two cases: prior node resolving (m_nodenames), and after node resolving (manual lookup)
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The change that turns nodeboxes and meshes opaque when possible is kept,
as is the compatibility code that warns modders to adjust their nodedefs.
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Includes minimal support code for practical reasons.
We'll need it for a slightly different purpose next commit.
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Add override targets for all special_tiles entries in node definitions, allowing texture packs to replace these textures. This makes overrides work properly with a variety of drawtypes.
The targets are named special1 through special6, covering the the current length of the special_tiles array.
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Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
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* Refactor texture overrides, and add new features:
- Texture overrides can support multiple targets in one line
- Texture override files can have comment lines
- Item images/wield images can be overridden
* Formatting changes
* Address soime feedback
- Pass vectors by const reference
- Log syntax errors as warnings
- Remove 'C' prefix from TextureOverrideSource
* Simplify override target checks with an inline helper function
* make linter happy
* Apply feedback suggestions
Co-Authored-By: rubenwardy <rw@rubenwardy.com>
* Remove remaining != 0 checks
* Update copyright notice
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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This fixes overridden items keeping their old groups in the group to
items mapping even after their groups have been changed in lua.
It also prevents a more widespread issue where overriding an item
will add its content ID *twice* to the mapping, resulting in odd
behaviour in features such as ABMs.
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* Proselytize the network. Use IEEE F32
* Remove unused V2F1000 functions
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* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
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The `disconnected_*` boxes are the opposites of the `connect_*` ones,
i.e. when a node has no suitable neighbours on the respective side, the
according disconnected box is drawn.
* disconnected_top
* disconnected_bottom
* disconnected_front
* disconnected_left
* disconnected_back
* disconnected_right
* disconnected (when there is *no* neighbour)
* disconnected_sides (when there are *no* neighbours to the sides)
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* Real global textures
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
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Dig prediction allows clients to remove dug nodes without
waiting for server acknowledgement.
This patch allows mods to override dig prediction,
it can either be turned off or a different "prediction node"
can be selected.
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* Bump minimal protocol version to 36
Item/Node/TileDef, NodeBox, TileAnimation: Remove old compat code
* Accept future serialisation versions
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* Code modernization: src/n*, src/o*
* empty function
* default constructor/destructor
* for range-based loops
* use emplace_back instead of push_back
* remove unused IWritableNodeDefManager::clone()
* C++ STL header style
* Pointer constness in some functions
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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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* Migrate cpp headers to pragma once
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* Cleanup various headers to reduce compilation times
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Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
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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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* Disable or remove unused enum members/functions
* Tiny code style fixes
* Make some functions const
* Replace ClientMediaDownloader std::unordered_map with std::map
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This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
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* Also remove 2 non declared but defined functions
* Make some functions around const ref changes const
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Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
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- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
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* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
* Move ITextureSource* IGameDef::getTextureSource() to Client only.
* Also move ITextureSource *IGameDef::tsrc() helper
* drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
* drop unused emerge() call
* cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
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* Improved getPointedThing()
The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.
* Cleanup, code move
This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
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This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
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