aboutsummaryrefslogtreecommitdiff
path: root/src
Commit message (Collapse)AuthorAge
* Mapgen folder: Update and improve copyright information of filesparamat2018-01-15
|
* Registration confirmation dialog: Fix grammarMuhammad Rifqi Priyo Susanto2018-01-13
| | | | Fixes commit 792752997c5ae2aaa4f54d0a2e2af2a96d7d1e9f.
* Add confirmation on new player registration (#6849)Muhammad Rifqi Priyo Susanto2018-01-13
| | | | | | | | | | | | | | * Attempt to add registration confirmation Using SRP auth mechanism, if server sent AUTH_MECHANISM_FIRST_SRP that means the player isn't exist. Also tell player about the server and chosen username. Local game has localhost as IP address of the server. Add RenderingEngine::draw_menu_scene() to draw GUI and clouds background. aborted -> connection_aborted * Rewrite information message text Client::promptConfirmRegister() -> Client::promptConfirmRegistration()
* Revert "Add an active object step time budget #6721"Lars Hofhansl2018-01-12
| | | | | This reverts commit 9c669016d1578a5c62f932c6ccb7a2b4b1e21f0a. See #6907
* Forget to fix non freetype build in StaticTextLoic Blot2018-01-12
|
* Fix ambient occlusion and dark lines at mapblock bordersnumber Zero2018-01-12
|
* Fix off-by-one in log output line length (#6896)Pedro Gimeno2018-01-09
|
* Fix buffer parameter not working in LuaPerlinNoiseMap::l_getMapSlice()Pedro Gimeno2018-01-08
|
* Fix naming conventions of noise userdatarubenwardy2018-01-07
|
* Don't recalculate statustext initial color everytime & review fixesLoic Blot2018-01-05
|
* GameUI refactor (part 7/7): Finish to include profiler things to GameUILoic Blot2018-01-05
| | | | | | | | | Other changes: * Add GameUI clarification comment * Move force_fog_off & disable_camera_update flags from GameUI to Game, it's not UI related * Properly init GameUI::Flags * Move toggleChat toggleHud & toggleProfiler to GameUI * Add gameui.cpp to LINT whitelist
* GameUI refactor (part 6/X): Move Game::guitext_profiler & ↵Loic Blot2018-01-05
| | | | | | | showStatusTextSimple to GameUI class Other enhancements: * Move showStatusTextSimple to GameUI class & rename to showTranslatedStatusText
* GameUI refactor (part 5/X): Move Game::guitext_chat to GameUI classLoic Blot2018-01-05
| | | | | | Other enhancements: * Move update_profiler_gui to Game class * Move updateChat to Game class
* GameUI refactor (part 4/X): Move Game::guitext_status, Game::m_statustext, ↵Loic Blot2018-01-05
| | | | | | | | GameRunData::statustext_time to GameUI class Other enhancements: * Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0) * Add unittests
* GameUI refactor (part 3/X): Move Game::guitext2, Game::guitext_info, ↵Loic Blot2018-01-05
| | | | | | | | Game::infotext to GameUI class Other enhancements: * Drop unused GameRunData::time_of_day * Little GameUI::update code path optimizations
* GameUI refactor (part 2/X): Move Game::guitext to GameUI + enhancements on ↵Loic Blot2018-01-05
| | | | | | | StaticText Other enhancements: * C++ friendlyness for addStaticText() -> move to static StaticText::add()
* GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUILoic Blot2018-01-05
| | | | | | | | | | Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them Other improvements: * updateChat: more performance on error messages by remove string copies * Initialize all game class members in definition instead of constructor (with nullptr instead of NULL) * Drop unused Client::show{GameChat,GameHud,Profiler,GameFog} * Add GameUI unittests
* Biomes: Add vertical biome blend (#6853)Paramat2018-01-05
| | | | Add 'vertical blend' parameter to biome registration that defines how many nodes above the biome's 'y max' limit the blend will extend.
* Fix Wstringop-overflow warning from util/srp.cpp (#6855)you2018-01-04
| | | | * Fix Wstringop-overflow warning from util/srp.cpp
* [CSM] Don't load the IO library. (#6087)red-0012018-01-04
| | | | | | | | | * [CSM] Don't load the IO library. * Rename the function to match the Lua API function name and add a missing `const` * Add a comment to explain some strange code and fix the other issues pointed out by shadowninja.
* Fix crash on can_bypass_userlimit returning non-booleanrubenwardy2018-01-03
|
* Mgv7 floatlands: Add exponent parameterparamat2018-01-03
| | | | | Allows more control over shape of floatland mountain terrain. Terrain shape is unchanged.
* Connected Nodeboxes: Add `disconnected` boxesThomas--S2018-01-03
| | | | | | | | | | | | | | | 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)
* Tool.cpp/.h, lua_api/l_util.cpp: Tidy up code and remove dead codeHybrid Dog2018-01-03
|
* Tool getDigParams: Fix selecting the best fitting timeHybrid Dog2018-01-03
| | | | | Previously, time was compared with result_time before dividing it by the level difference.
* Add unittests on ActiveObject and BanManager class (#6866)Loïc Blot2018-01-01
| | | | | | * Add unittests on ActiveObject and BanManager class This also permit to fix a bug in ban manager setting bans modified when no modification occurs
* Fix rounding error in g/set_node caused by truncation to floatrubenwardy2017-12-26
|
* Add check to pause game on lost window focusrubenwardy2017-12-26
|
* Line_of_sight: Improve using VoxelLineIteratorDániel Juhász2017-12-26
| | | | | This commit rewrites line_of_sight with VoxelLineIterator. Stepsize is no longer needed, the results will be always accurate.
* Fix dancing textnumber Zero2017-12-25
|
* - Clear colors when reading property info.Rob Blanckaert2017-12-25
| | | | - Set vertex colors on upright_sprites.
* Fix undefined behaviour on getting pointer to data in empty vectornOOb31672017-12-22
| | | | `&vector[0]` is undefined if vector.empty(), causing build failure on MSVC
* Fix wrong scrolling (#6809)Vitaliy2017-12-21
|
* Allow 'default' parameter in 'settings:get_bool' functionJordan Irwin2017-12-17
| | | | | | Default value is used when the setting key is not found in the config file. If default value is not set, 'nil' is returned. #6188
* Adjust default console heightEzhh2017-12-17
| | | #6797
* Fix items turning black (#6780)Vitaliy2017-12-16
|
* Zoom: Add 'disabled by game or mod' messageparamat2017-12-14
|
* Minimap messages: Improve 'disabled by server' messageparamat2017-12-14
|
* Chat: Remove prompt history duplicates (#6762)SmallJoker2017-12-14
|
* directiontables: Fix MSVC compiler error (#6785)adrido2017-12-14
|
* Update light decoding table size (#6696)Vitaliy2017-12-12
| | | | Fix old undiminish_light bug
* CSM fixes: load mods after flavours & add flavour to block mod loading (#6738)Loïc Blot2017-12-11
| | | | | | | | | | | | | | * CSM fixes: load mods after flavours & add flavour to block mod loading * Don't permit to load mods twice * Prepare builtin integrity global algorithm * Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour * flag typo fix * Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
* F5 debug info: Add colons, use lowercase except for FPS and RTTThomasMonroe3142017-12-10
|
* Damage: Remove damage ignore timerSmallJoker2017-12-10
|
* Use std::vector instead of dynamic C-Array (#6744)adrido2017-12-10
|
* Add an active object step time budget #6721Lars Hofhansl2017-12-06
| | | | This can be set via the active_object_interval option.
* Add coloured logs (#4549)you2017-12-06
| | | The setting log_colour can be used to en-/disable or autodetect it.
* Ensure no item stack is being held before crafting (#4779)Luis Cáceres2017-12-06
|
* Use Irrlicht's mesh cache for animated meshes.Lars Hofhansl2017-12-04
| | | | | | Fixes #6676. Allow animated meshes to be cached in Irrlicht's builtin mesh cache. Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
* Zoom: Set zoom FOV per-player using a player object propertyparamat2017-12-04
| | | | | | | | | | | | | Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.