| Commit message (Collapse) | Author | Age |
|
|
|
|
|
| |
* Cpp11 initializers: last src root changeset
Finish to migrate all src root folder files to C++11 constructor initializers
|
|
|
|
|
|
|
|
| |
* Fix render order of overlays
* Use C++11 loops
* Fix time_t
|
|
|
|
| |
* C++11 cleanup on constructors dir network
|
|
|
|
| |
* C++11 cleanup on constructors dir client
|
| |
|
|
|
|
|
|
| |
The value cannot be fixed because we can shift terrain vertically.
This also makes these mapgens consistent with mgflat and mgvalleys which
have 'large_cave_depth' parameters.
|
|
|
|
|
|
|
| |
When adding items to an empty ItemStack, limit the number of items taken
based on the maximum stack size in the item description.
Likewise, when checking whether items will fit into an empty ItemStack,
only absorb as many items as are allowed in a single stack and return the rest.
|
|
|
|
|
|
| |
* Merge cguittfont lib in irrlicht change folder.
This remove hack and static lib for FreeType
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Automatic item and node colorization
Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.
* Backwards compatibility
* Use nil
* Style fixes
* Fix code style
* Document changes
|
|
|
|
| |
We don't write in correct buffer size in analyze_block
|
|
|
|
|
| |
* ClientEnvironment::m_irr is not used anymore since a recent cleanup
* l_vmanip constructor ordering
|
|
|
|
| |
* C++11 cleanup on constructors dir script
|
|
|
|
| |
(#6010)
|
|
|
|
|
|
|
| |
Extend documentation, limit area volume
Remove u16 count limitation
* Prevent integer overflow, replace minp/maxp with pos1/pos2
|
| |
|
| |
|
|
|
|
|
|
| |
* Verify HudSetParams input when hotbar textures are set
This fix #6011
|
|
|
|
|
|
| |
Previously, the carving of rivers was disabled above 'shadow_limit' even if
floatlands were disabled. This caused rivers to be unnecessarily disabled if
mapgen was customised to have surface level above y = 1024.
|
|
|
|
|
|
|
|
|
| |
Previously, maximum spawn level was set to 'water_level + 16'. This would result
in spawn search failing if terrain had been customised to be much higher than
'water_level' at all points.
Also raise spawn level by 1 node to avoid spawning half-buried in a biome 'dust'
node such as 'default:snowblock'.
|
|
|
|
| |
We already have the device param as class member
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* C++11 patchset 10: continue cleanup on constructors
* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)
* More classes cleanup
* More classes cleanup + change NULL tests to boolean tests
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
1) (#5984)
* C++11 patchset 9: move hardcoded init parameters to class definitions
C++11 introduced the possibility to define the default values directly in class definitions, do it on current code
Also remove some unused attributes
* CollisionInfo::bouncy
* collisionMoveResult::collides_xy
* collisionMoveResult::standing_on_unloaded
* Clouds::speed
* More constructor cleanups + some variables removal
* remove only write guiFormSpecMenu::m_old_tooltip
* move header included inside defintions in genericobject.h
* remove some unused since years exception classes
* remove unused & empty debug_stacks_init
* remove unused & empty content_nodemeta_serialize_legacy
* remove forgotten useless bool (bouncy) in collision.cpp code
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Previously, when removing decorations we searched upwards and removed until we
found air or water. However, the node above the decoration can be 'ignore' if
a stacked decoration extends into the volume above the mapchunk. The result
could be a problematic column of air placed in the volume of 'ignore'. The
unnecessary placing of air also slows the function.
Add a check for 'ignore' nodes when removing decorations.
|
|
|
|
|
|
|
|
|
|
|
|
| |
Recently we started to remove decorations if the dirt below was flowed away,
but this did not check for stacked decorations, causing them to have only
their lowest node removed.
Also, placed mud could partially bury stacked decorations.
Remove 'old_is_water' bool which on testing is never true.
Add new function 'moveMud()' to reduce indentation.
Remove stacked decoration nodes above a removed decoration.
Remove stacked decorations partially buried in placed mud.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
thread_local permits to limit variable lifetime to thread duration. Use it on each setting place which uses static to cache variable result only for thread lifetime. This permits to keep the same performance level & reconfigure server from MT gui in those various variables places.
Add thread_local to undersampling calculation too.
|
|
|
|
| |
* Sound: Add pitch option
|
|
|
|
|
|
|
|
|
|
|
| |
- Allow lua to chose whatever directories or files can be selected
- Fix selecting directories
- Rename dialog to `guiPathSelectMenu` from `guiFileSelectMenu`
- Rename lua function for opening the menu from `show_file_open_dialog` to `show_path_select_dialog`
- Remove duplicate code and fix code style.
Related changes
- fix `clang-format` whitelist.
- Regenerate minetest.conf.example
|
|
|
|
|
|
| |
(#5957)
This also changes threadProc's signature, since C++11 supports arbitrary
thread function signatures.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, findSpawnPos() did not take the 'mapgen_limit' setting into account,
a small limit often resulted in a spawn out in the void.
Use the recently added 'calcMapgenEdges()' to get max spawn range through a new
mapgenParams function 'getSpawnRangeMax()'.
Previously, when a player respawned into a world, 'objectpos_over_limit()' was
used as a check, which was inaccurate.
Use the recently added 'saoPosOverLimit()' to get exact mapgen edges.
Also fix default value of 'm_sao_limit_min'.
|
|
|
|
|
|
|
|
| |
These code be generated by CSM, a modded client or just copy and pasted by the player.
Changes
- Update configuration example and setting translation file.
- Remove colour codes before logging chat.
- Add setting to remove colour codes before processing the chat.
|
|
|
|
|
|
|
| |
(#5945)
C++11 implement function deleting, it's generally used to prevent some object copy
In script API use this function removal on ScriptApiBase instead of ScriptApiClient/Server/MainMenu, this affect all ScriptApis
Move DISABLE_CLASS_COPY with constructor, the deleted function permit to replace function in its original place
|
|
|
| |
This will help to avoid some strange bugs.
|
|
|
| |
Also remove `disable_escape_sequences` since it's not needed anymore.
|
| |
|
|
|
|
|
| |
* Have the server send the player list to the client
Currently the client generates the player list based on the Client active object list, the issue with this is that we can't be sure all player active objects will be sent to the client, so this could result in players showing up when someone run `/status` but auto complete not working with their nick and CSM not being aware of the player
|
|
|
|
|
|
|
| |
* C++11 patchset 5: use std::threads and remove old compat layer
* use pragma once in modified headers
* use C++11 function delete for object copy
|
|
|
|
|
| |
Minetest does not have 'run'.
Automatic forwards is very often used while flying or swimming, so a general
word is more suitable.
|
|
|
|
|
|
|
|
| |
sqlite. (#5940)
* Use a settings object when generating world.mt and set player_backend to sqlite.
* Update subgame.cpp
|
|
|
|
|
|
| |
* [CSM] Add function to get player privileges + move related help functions to common
* Added @Zeno- const
|
| |
|
|
|
|
| |
* Fix event LINT & remove default constructor/destructors
* remove compat code & modernize autolock header
|
|
|
|
| |
This reverts commit 599e13e95e81aadb959c9f3715aec9b425ede084.
|