| Commit message (Collapse) | Author | Age |
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this also removes the requirement that / is escaped, there is
no reason for doing so.
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Only ASCII spaces have to be handles specially, and leading spaces are
also disallowed.
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Co-authored-by: sfan5 <sfan5@live.de>
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Improve error handling on Windows and reduce the size of the `Address` class
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This is a follow-up change which disables class copies where possible to avoid unnecessary memory movements.
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This ensures that no overflows (side-effects) happen within the find_nodes_in_area function by limiting coordinates like done in the map generation code.
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Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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This adds an environment variable MINETEST_MOD_PATH.
When it exists, Minetest will look there for mods in addition to ~/.minetest/mods/.
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The warnings occured with the clang compiler
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* Add zstd support.
* Rearrange serialization order
* Compress entire mapblock
Co-authored-by: sfan5 <sfan5@live.de>
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Implement proper padding character checks
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* we don't need on CAO side more than SceneManager, and temporary. Pass only required SceneManager as a parameter to build CAO and add them to the current scene
* Use temporary the RenderingEngine singleton from ClientEnvironment, waitfor for better solution
* Make ClientActiveObject::addToScene virtual function mandatory to be defined by children to ensure we don't forget to properly define it
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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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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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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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Remove old defaults system
Introduce priority-based fallback list
Use new functions for map_meta special functions
Change groups to use end tags
Unittest changes:
* Adapt unittest to the new code
* Compare Settings objects
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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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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 reverts 1a5b4b3 and further functions in serialize.cpp that are unused
The intend for a sane NetworkPacket/stream replacement was good, but a wrapper
class around i/ostream might be more versatile than introducing a new
vector-based serialization class.
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Closes: #6065
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* Optimize getObjectsInsideRadius calls
our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object
Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba.
This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
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Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
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This can prevent untrusted data, such as sent over the network,
from consuming all memory with a specially crafted payload.
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(#9284)
Unified flags handling in C++ and Lua Settings API
-> Reading only, for now. Writing can be implemented later, if needed.
API function to read the currently active flags
-> was impossible from Lua
Co-authored-by: Wuzzy <wuzzy2@mail.ru>
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* StaticText/EnrichedString: Styling support
* Fix tooltip fg/bgcolor
* Fix default color for substr(), add unittests
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Improve documentation
Read old formats
Fix free ID function. Return first gap in map
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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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