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* Replace setting unlimited_player_transfer_distance with player_transfer_distanceSmallJoker2014-11-08
* Split up mapgen.cppkwolekr2014-11-01
* Add NodeResolver and clean up node name -> content ID resolution systemkwolekr2014-10-26
* Recalculate normals for cached meshes.RealBadAngel2014-10-21
* Make players check inventory modification properlyShadowNinja2014-10-01
* Simplify player modification checksShadowNinja2014-10-01
* Fix locking bugs and make inventory deserialization errors more specificShadowNinja2014-09-21
* Fix to to too two timessapier2014-08-22
* Add player name length checkssapier2014-08-22
* Fix "ghost" blocks if block update is "on wire" while player digs nodessapier2014-08-22
* Don't call a player event without having player to do a event forsapier2014-08-21
* Fix error handling on inconsistent client ready messagesapier2014-07-16
* Fix serverlist code style, const-correctness, and typesShadowNinja2014-06-30
* Don't spam server console on player/playersao error but just drop the affecte...sapier2014-06-29
* Add formspec api versioningsapier2014-06-29
* Add prefixes to enum values and fix style issueskwolekr2014-06-28
* Only keep players loaded while they're connectedShadowNinja2014-06-23
* Fix uncought deserialization error on receiving datasapier2014-06-22
* Fix server assert in case of invalid message from client, just kick that client.sapier2014-06-21
* Small cleanup of hud add/remove codesapier2014-05-31
* Add joining player to printed player listsapier2014-05-20
* Fix old client showing duplicated health bar on new serversapier2014-05-11
* Fix possible deadlock in error conditionssapier2014-05-11
* Organize builtin into subdirectoriesShadowNinja2014-05-07
* Fix heart + bubble bar size on different texture packssapier2014-05-07
* Add missing ip address to player join log entrysapier2014-04-21
* Reduce log level for incoming crap packetssapier2014-04-19
* Use integers instead of float valuesBlockMen2014-04-12
* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
* Add third person viewBlockMen2014-04-12
* Infer ipv6_server from bind_address; fix client connect to IN(6)ADDR_ANYKahrl2014-04-10
* Add support for named threads (atm linux only)sapier2014-04-09
* Cleanup client init states by bumping protocol versionsapier2014-04-08
* Pass arguments by referenceSelat2014-03-12
* Remove "Server -!- " prefix from player messagesShadowNinja2014-02-27
* Add minetest.set_noiseparam_defaults() Lua APIkwolekr2014-02-15
* Fix possible missing unlock of env_locksapier2014-02-12
* ServerEnvironment: Remove direct dependency on EmergeManagerkwolekr2014-02-09
* Add the option to bind to a specific addressShadowNinja2014-02-05
* Huge overhaul of the entire MapgenParams systemkwolekr2014-02-03
* Add additional check to avoid broadcasting private messages in error conditionssapier2014-02-02
* Add player:override_day_night_ratio() for arbitrarily controlling sunlight br...Perttu Ahola2014-02-01
* Add player:set_sky() with simple skybox supportPerttu Ahola2014-02-01
* Add propper client initializationsapier2014-01-31
* New HUD element - waypoint.RealBadAngel2014-01-26
* Fix use of previously deallocated EmergeManagerkwolekr2014-01-26
* Pass pointed_thing to on_punch and minetest.register_on_punchnode callbacksShadowNinja2014-01-23
* Allow vertical axis particle rotation constraintkhonkhortisan2014-01-13
* Fixed minetest reliable udp implementation (compatible to old clients)sapier2014-01-10
* Revert "Improve (re)spawn, add cache_block_before_spawn and max_spawn_height ...ShadowNinja2014-01-06
l opt">->min_pos = v3s16(-MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT); b->max_pos = v3s16(MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT); b->heat_point = 0.0; b->humidity_point = 0.0; b->vertical_blend = 0; b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("mapgen_water_source"); b->m_nodenames.emplace_back("mapgen_water_source"); b->m_nodenames.emplace_back("mapgen_river_water_source"); b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("ignore"); b->m_nodenames.emplace_back("ignore"); b->m_nnlistsizes.push_back(1); b->m_nodenames.emplace_back("ignore"); b->m_nodenames.emplace_back("ignore"); b->m_nodenames.emplace_back("ignore"); m_ndef->pendNodeResolve(b); add(b); } void BiomeManager::clear() { EmergeManager *emerge = m_server->getEmergeManager(); // Remove all dangling references in Decorations DecorationManager *decomgr = emerge->getWritableDecorationManager(); for (size_t i = 0; i != decomgr->getNumObjects(); i++) { Decoration *deco = (Decoration *)decomgr->getRaw(i); deco->biomes.clear(); } // Don't delete the first biome for (size_t i = 1; i < m_objects.size(); i++) delete (Biome *)m_objects[i]; m_objects.resize(1); } BiomeManager *BiomeManager::clone() const { auto mgr = new BiomeManager(); assert(mgr); ObjDefManager::cloneTo(mgr); mgr->m_server = m_server; return mgr; } //////////////////////////////////////////////////////////////////////////////// void BiomeParamsOriginal::readParams(const Settings *settings) { settings->getNoiseParams("mg_biome_np_heat", np_heat); settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend); settings->getNoiseParams("mg_biome_np_humidity", np_humidity); settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend); } void BiomeParamsOriginal::writeParams(Settings *settings) const { settings->setNoiseParams("mg_biome_np_heat", np_heat); settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend); settings->setNoiseParams("mg_biome_np_humidity", np_humidity); settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend); } //////////////////////////////////////////////////////////////////////////////// BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr, const BiomeParamsOriginal *params, v3s16 chunksize) { m_bmgr = biomemgr; m_params = params; m_csize = chunksize; noise_heat = new Noise(&params->np_heat, params->seed, m_csize.X, m_csize.Z); noise_humidity = new Noise(&params->np_humidity, params->seed, m_csize.X, m_csize.Z); noise_heat_blend = new Noise(&params->np_heat_blend, params->seed, m_csize.X, m_csize.Z); noise_humidity_blend = new Noise(&params->np_humidity_blend, params->seed, m_csize.X, m_csize.Z); heatmap = noise_heat->result; humidmap = noise_humidity->result; biomemap = new biome_t[m_csize.X * m_csize.Z]; // Initialise with the ID of 'BIOME_NONE' so that cavegen can get the // fallback biome when biome generation (which calculates the biomemap IDs) // is disabled. memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z); } BiomeGenOriginal::~BiomeGenOriginal() { delete []biomemap; delete noise_heat; delete noise_humidity; delete noise_heat_blend; delete noise_humidity_blend; } BiomeGen *BiomeGenOriginal::clone(BiomeManager *biomemgr) const { return new BiomeGenOriginal(biomemgr, m_params, m_csize); } float BiomeGenOriginal::calcHeatAtPoint(v3s16 pos) const { return NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) + NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed); } float BiomeGenOriginal::calcHumidityAtPoint(v3s16 pos) const { return NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) + NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed); } Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const { return calcBiomeFromNoise(calcHeatAtPoint(pos), calcHumidityAtPoint(pos), pos); } void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin) { m_pmin = pmin; noise_heat->perlinMap2D(pmin.X, pmin.Z); noise_humidity->perlinMap2D(pmin.X, pmin.Z); noise_heat_blend->perlinMap2D(pmin.X, pmin.Z); noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z); for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) { noise_heat->result[i] += noise_heat_blend->result[i]; noise_humidity->result[i] += noise_humidity_blend->result[i]; } } biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin) { for (s16 zr = 0; zr < m_csize.Z; zr++) for (s16 xr = 0; xr < m_csize.X; xr++) { s32 i = zr * m_csize.X + xr; Biome *biome = calcBiomeFromNoise( noise_heat->result[i], noise_humidity->result[i], v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr)); biomemap[i] = biome->index; } return biomemap; } Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const { return getBiomeAtIndex( (pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X), pos); } Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const { return calcBiomeFromNoise( noise_heat->result[index], noise_humidity->result[index], pos); } Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const { Biome *biome_closest = nullptr; Biome *biome_closest_blend = nullptr; float dist_min = FLT_MAX; float dist_min_blend = FLT_MAX; for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) { Biome *b = (Biome *)m_bmgr->getRaw(i); if (!b || pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend || pos.X < b->min_pos.X || pos.X > b->max_pos.X || pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z) continue; float d_heat = heat - b->heat_point; float d_humidity = humidity - b->humidity_point; float dist = (d_heat * d_heat) + (d_humidity * d_humidity); if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b if (dist < dist_min) { dist_min = dist; biome_closest = b; } } else if (dist < dist_min_blend) { // Blend area above biome b dist_min_blend = dist; biome_closest_blend = b; } } // Carefully tune pseudorandom seed variation to avoid single node dither // and create larger scale blending patterns similar to horizontal biome // blend. const u64 seed = pos.Y + (heat + humidity) * 0.9f; PcgRandom rng(seed); if (biome_closest_blend && dist_min_blend <= dist_min && rng.range(0, biome_closest_blend->vertical_blend) >= pos.Y - biome_closest_blend->max_pos.Y) return biome_closest_blend; return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE); } //////////////////////////////////////////////////////////////////////////////// ObjDef *Biome::clone() const { auto obj = new Biome(); ObjDef::cloneTo(obj); NodeResolver::cloneTo(obj); obj->flags = flags; obj->c_top = c_top; obj->c_filler = c_filler; obj->c_stone = c_stone; obj->c_water_top = c_water_top; obj->c_water = c_water; obj->c_river_water = c_river_water; obj->c_riverbed = c_riverbed; obj->c_dust = c_dust; obj->c_cave_liquid = c_cave_liquid; obj->c_dungeon = c_dungeon; obj->c_dungeon_alt = c_dungeon_alt; obj->c_dungeon_stair = c_dungeon_stair; obj->depth_top = depth_top; obj->depth_filler = depth_filler; obj->depth_water_top = depth_water_top; obj->depth_riverbed = depth_riverbed; obj->min_pos = min_pos; obj->max_pos = max_pos; obj->heat_point = heat_point; obj->humidity_point = humidity_point; obj->vertical_blend = vertical_blend; return obj; } void Biome::resolveNodeNames() { getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR, false); getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR, false); getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR, false); getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE, false); getIdsFromNrBacklog(&c_cave_liquid); getIdFromNrBacklog(&c_dungeon, "ignore", CONTENT_IGNORE, false); getIdFromNrBacklog(&c_dungeon_alt, "ignore", CONTENT_IGNORE, false); getIdFromNrBacklog(&c_dungeon_stair, "ignore", CONTENT_IGNORE, false); }