| Commit message (Collapse) | Author | Age |
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This reverts commit 467fc0ddc912ae38c3bf9fcb99e0b66d7478eec0.
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Signed off by: ShadowNinja, kwolekr
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std::vector on Environment.cpp"
This reverts parts of commit 9749d9fee6db99da1ab861dc04ec63ef973db3e0, which breaks node resolver
list clearing
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This was a regression introduced by f6e4c5d9cf459e8278a76a2beaee59732e841458 .
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* TOSERVER_INIT and TOCLIENT_INIT renamed to _LEGACY
* TOSERVER_PASSWORD merged from dev-0.5, can use protocol v24 and v25
* TOCLIENT_ACCESS_DENIED merged from dev-0.5, can use protocol v24 and v25, with normalized strings an a custom id for custom errors
* new TOSERVER_INIT packet only send MT version, supported compressions, protocols and serialization, this permit to rework everything later without break the _INIT packet
* new TOSERVER_AUTH packet which auth the client
* new TOCLIENT_HELLO packet which send server serialization version atm
* new TOCLIENT_AUTH_ACCEPTED which is send when TOCLIENT_AUTH was okay. After this packet, the client load datas from servers, like after TOCLIENT_INIT_LEGACY packet
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NDEBUG is defined), replace those usages with persistent alternatives
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does same work
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std::vector on Environment.cpp
* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
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request_media, Server::getModNames, Environment::m_simple_objects.
* Also remove unused Server::m_modspaths
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searching it via peer_id
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* Call UpdateCrafting into SendInventory because this functions is only called before SendInventory
* Use Player* instead of peer_id for UpdateCrafting because SendInventory already has the Player* pointer, then don't loop for searching Player* per peer_id
* m_env_mutex don't need to be used with this modification because it's already locked before the calls
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and testing the state change.
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which touch air. This permit to massively improve performance for mods like plantlife
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Rebased by Zeno- (conflict in lua_api.txt)
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check serverlist
Client now informs about incompatible servers from the list, this permits to prevent the protocol movements.
Server announces its supported protocol versions to master server
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reloaded at server loop but loaded when server starts, for data consistency (not a hot load variable)
ok @ShadowNinja
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ActiveObjectType. * Merge content_object.h into activeobject.h * Remove DummyLoadSAO, it's now unused. * Remove ItemSAO, it's also unused
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This greatly reduce the number of std::list generated by caching the result, which is always constant for each radius selected.
In the callgrind map, you will see original:
* 3.3M calls to std::list for 9700 calls to getFacePositions
In the modified version, you will see:
* 3.3K calls to std::list for 6900 call to getFacePositions
Callgrind map is here: #2321
it's a huge performance improvement to l_find_node_near
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Also add a Lua API and chatcommand for this
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This fixes the Mapgen V5 calcLighting segfault
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The cause of a single light source seemingly being lit without spread
was due to its creation in the +Y mapblock boundary layer during map
generation, which was ignored as the overtop. This overtop explicitly
needs to be omitted during sunlight propagation, however. To accomplish
this, Mapgen::calcLighting() was split into separate functions taking
separate parameters.
Additionally, do not diminish light too early during spread. This fixes the
output inconsistency between Map::updateLighting and Mapgen::calcLighting.
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Also rewrite mapgen registration for static initialization
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Add minetest.get_mapgen_params()
Deprecate minetest.register_on_mapgen_init()
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set_metadata
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Also set default height_min/height_max to -31000 and 31000,
respectively, for ore and biomes
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node. Add water top depth and shore height parameters. Remove water dust node
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