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* Formspecs: Add state-selection to style elements (#9378)Hugues Ross2020-04-11
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* Use true pitch/yaw/roll rotations without loss of precision by pgimeno (#8019)Paul Ouellette2019-02-07
| | | | | Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues. Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.
* Add Lua methods 'set_rotation()' and 'get_rotation()' (#7395)CoderForTheBetter2018-11-28
| | | | * Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
* Light curve: Simplify and improve code, fix darkened daytime sky (#7693)Vitaliy2018-09-16
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* Smoothed yaw rotation for objects (#6825)SmallJoker2018-08-02
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* Revert "Add an active object step time budget #6721"Lars Hofhansl2018-01-12
| | | | | This reverts commit 9c669016d1578a5c62f932c6ccb7a2b4b1e21f0a. See #6907
* Fix rounding error in g/set_node caused by truncation to floatrubenwardy2017-12-26
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* Add an active object step time budget #6721Lars Hofhansl2017-12-06
| | | | This can be set via the active_object_interval option.
* Allow zoom to actually show more data.Lars Hofhansl2017-11-15
| | | | | This allows the client to retrieve blocks at a greater distance from the server, thus allowing for a real zoom.
* Move files to subdirectories (#6599)Vitaliy2017-11-08
| | | | * Move files around
* Change BS constant from implicit double to float (#6286)Jens Rottmann2017-08-20
| | | | | | | | the BS constant implicitly promotes all position calculations it is used in to double even though positions (= v3f) are only meant to be floats. There are many, many similar occurrences everywhere, but I'm not willing to hunt down all; I only fixed the little part I'm already familiar with.
* Modernize source code: last part (#6285)Loïc Blot2017-08-20
| | | | | | | | | | | * Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19
| | | | * C++11 cleanup on constructors dir script
* Use C++11 mutexes only (remove compat code) (#5922)Loïc Blot2017-06-06
| | | | * Fix event LINT & remove default constructor/destructors * remove compat code & modernize autolock header
* Fix myfloor(0.0)ShadowNinja2017-05-06
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* Clean up numeric.h and split FacePositionCache from itShadowNinja2017-05-06
| | | | | I also optiized FacePositionCache a bit: I removed a map lookup and vector copy from both branches of getFacePosition.
* Minimap: Optimisenumber Zero2017-03-11
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* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
| | | | Also remove some unused parameters/functions
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Rename and move basicmacros.h to util/basic_macros.hest312015-11-02
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* Move basic, non-numeric macros from util/numeric.h to basicmacros.hkwolekr2015-10-27
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* Clean up threadingShadowNinja2015-08-23
| | | | | | | | | | | | | | | | | | | | * Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
* src/util/numeric.{cpp,h}: Fix FacePositionCache data raceBřetislav Štec2015-08-02
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* Fix several MSVC issues numeric.hSmallJoker2015-05-01
| | | | | -> Round negative numbers correctly CMakeLists.txt -> Link Json with the static run-time library
* Clean scaling pre-filter for formspec/HUD.Aaron Suen2015-04-01
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* Fix set_bitskwolekr2015-03-31
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* GenElementManager: Pass opaque handles to Lua and rename to ObjDefManagerkwolekr2015-03-31
| | | | Add core.clear_registered_schematics() and refactor schematics somewhat
* Add support for the PCG32 PRNG algo (and associated script APIs)kwolekr2015-03-22
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* Fix wrapDegrees family of functionsCraig Robbins2015-02-23
| | | | | | | | wrapDegrees() (renamed to modulo360f) wrapDegrees_0_360 wrapDegrees_180 Minor errors were present in previous versions; see issue #2328
* Performance Improvement: Use a cache which caches result for getFacePositions.Loic Blot2015-02-16
| | | | | | | | | | | 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
* Water fixesgregorycu2015-01-18
| | | | | | | Change must_reflow to a deque Add overload for MapBlock::raiseModified that takes a const char*. This is a speed improvement. Comment out unused variable Optimisations to block offset calculations
* Remove unused rangelim function (the macro still exists)Kahrl2014-11-19
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* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Refactor decoration-related codekwolekr2014-10-29
| | | | | Split up ModApiMapgen::l_register_decoration() Define and make use of CONTAINS() and ARRLEN() macros
* Accept hexadecimal and string values for seedskwolekr2013-11-04
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Weather supportproller2013-07-27
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* Decoration: Add Schematic decoration typekwolekr2013-06-22
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* The new mapgen, noise functions, et al.kwolekr2013-01-21
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* Optimize headersPerttu Ahola2012-06-17
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* Initially split utility.h to multiple files in util/Perttu Ahola2012-06-17