| Commit message (Collapse) | Author | Age |
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Previously, when basic shaders were enabled, the function
time_to_daynight_ratio() returned values jumping between 149 and 150
between times 4375 and 4625, and values jumping between 999 and 1000
between times 6125 and 6375, (and the corresponding times at sunset)
due to tiny float errors in the interpolation code.
This caused the light level returned by blend_light() to jump between
14 and 15, which became noticeable recently as those light levels were
given different visual brightnesses.
Add early returns to avoid the problematic interpolation, and to
avoid unnecessary running of the loop.
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Co-Authored-By: ClobberXD <ClobberXD@gmail.com>
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This id must be owned by the child mapgen and never be set to a misc value by a developer
Also use nullptr in some places
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We never handle the boolean return, also init twice is a coding error, not a runtime error
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Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
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Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
to avoid dungeons that generate out beyond the edge of a mapchunk destroying
nodes added by mods in 'register_on_generated()'.
Issue discovered by, and original PR by, argyle77.
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fixes #8358
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This change permits to use up-to-date compilers, clang-tidy and
clang-format
It also refactor the tidy/format step to drop the binary selection from
scripts and perform it directly in travis
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Shorter, simpler, clearer and more consistent with other mapgens,
while preserving functionality.
Base terrain shape is unchanged.
With the 'vary river depth' option disabled, river surface level
is unchanged.
Behaviour of the 4 heat/humidity/river depth options is very
slightly changed due to bugfixes and code cleanup (the mapgen is
'unstable').
Apply heat and humidity gradients above water_level instead of
above y = 0.
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Fixes #8327
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* HPChange Reason: Fix push after free, and type being overwritten
Fixes #8227 and #8344
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Fixes #8332
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Positional strings don't work on some Windows builds.
Remove server address string, leave player name string present.
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I removed the MapNode constructor which takes a nodename and gives the node's id or CONTENT_IGNORE
The code which used this constructor (two places) now handles the situation of not registered nodes correctly:
* minetest.set_node and similar functions make minetest crash when a not registered node is passed
* reverting a node with rollback aborts if the node is not registered
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Use "append" method to construct the various game paths
instead of wasteful string concatenation. Additionally, use a
temporary to extract and reuse a result of a few common
subexpressions to further reduce the overhead.
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The "what" parameter is being passed by value, most likely by
accident as the type is "const std::string". Convert it to a
reference by adding the missing "&".
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* Fix color command line parameter ignorance
* coloured log: Support detecting the tty on windows
* Print an error message when setting something invalid as color mode instead of silently using mode never
* Revert "coloured log: Support detecting the tty on windows"
This reverts commit 4c9fc6366487ac0e6799e181796ca594797bb6f8.
It didn't work for travis and belongs to a separate PR
* Allow adjusting the log color with an environment variable
If --color is not passed to minetest, is used to decide on the log colorization.
Minetest settings can not be used instead of an environment variable because logs may appear before loading them.
* fix empty if body
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This loop makes multiple passes over m_stack (type std::list) in order to remove all elements with a specified value. Replacing the loop with a call to std::list::remove does the same job, but in only one pass.
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This sends the following header to a remote media server:
Referer: minetest://<server_name>:port
This was verified with CTF and the Minetest Public Remove Media
server. If the servername was a plain IPv6 address it will
contain `:` characters and will be encapsulated in `[]` to
be a valid URI.
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The getS16NoEx() handler will return true unless there is a
`[num_emerge_threads]` line in the `minetest.conf` at which
point the excption handler part is reached. Due to the fact that
`defaultsettings.cpp` has a default value set for this setting,
that never will happen.
Because of this, the code will never check the number of threads on
the system, and keep `nthreads = 0`. If that happens, the value is
changed to `1` and only 1 emerge thread will be used.
The default should be set to `1` instead, due to the potential unsafe
consequences for the standard sqlite map files, but that should be a
separate commit that also adds documentation for that setting. This
commit focuses on removing this `hiding` bug instead.
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* Drop the ID mapper, use a big u64 instead. This will permit to resync server ids properly with the manager code
* Modernize some code parts (std::unordered_map, auto)
* generate id on client part on U32_MAX + 1 ids, lower are for server ids
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(#8288)"
This reverts commit 01cd63bd3bca0192dab2834faf414b022706a77e.
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Reverts 5dab7426451842793b183fbd961ad2ae83c8acbd
"[CSM] Add functions to create particles and particlespawners."
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Server-side radar restriction is now possible again
Thanks to @pgimeno for this nice catch.
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The reverted commit 968ce9af598024ec71e9ffb2d15c3997a13ad754
is suspected (through the use of bisection) of causing network slowdowns.
Revert for now as we are close to release.
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Fixes #4727. The issue was due to the video driver fog colour never getting reset after closing the game.
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* Don't regain breath while in ignore node
Fixes #8217
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