| Commit message (Collapse) | Author | Age |
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Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
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Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated
'fade' and 'pitch' values on server-side where only one was used anyway.
SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included.
Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the
future. Per-type version numbers are kept for now as a safety rope in a special case.
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was broken in #10021 more than 2 years ago(!)
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* Make minetest.add_entity() binary-safe
* Fix on_death pushing dummy ObjectRef instead of nil
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Performance profiling on Linux AMD64 showed this to be a significant bottleneck. The non-inlined functions are expensive due to XMM registers spilling onto the stack.
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Sometimes you need to be able to do removal-related cleanup, such as removing files from disk, or entries from a database. staticdata obviously isn't suitable for large data. The data shouldn't be removed if the entity is unloaded, only if it is removed.
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... before going node-level triangle search.
Fixes transparent grass on transparent land
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Fixes a possible bug for lbms on content ID zero and removes unsafe casts.
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New users find Minetest's account system confusing.
This change moves username/password to a new dialog,
with login and register buttons added to the Join Game tab.
The old registration confirmation dialog is removed in
favour of the new dialog.
Fixes #8138
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* fix integer overflow in mapgen
Some calculations involving the magic seed had overflow because the result of an intermediate arithmetic step could not fit in an s32. By making the magic seed unsigned, the other operand in the equation will be cast to unsigned, and possibly other operands or intermediate operands. This will result in unexpected behavior if an operand is negative, which is technically possible, but logically should not happen.
* comment noise2d bitshift
While working through the code I was momentarily concerned that the right bitshift in noise2d could fill ones in some cases. It turns out that with signed integers, this is indeed true, but this one is shifting an unsigned integer, so the behavior is as expected. I put a comment here to clarify this, in case someone else wonders the same thing down the line.
* noise2d and noise3d unittests
I have added 3 tests each for noise2d and noise3d, testing all zero inputs, a very large seed (case which caused UB in the old implementation) and some fun primes I picked for no particular reason. This should be sufficient to demonstrate that the behavior of the new implementation has not changed. I used uniform initialization because it is a good feature of C++11. Please do not explode.
* uncomment the noise2d bitshift
This reverts commit 583b77ee9f1ad6bb77340ebb5ba51eb9a88ff51c. It's a
well-defined language semantic; it doesn't need to be commented.
* code cleanliness
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This was added a long time ago in 42bbd5c9ae06a8d8ffb7915599097ead6f848755
and meant to fix prevent the view becoming black when jumping into a
ceiling, this no longer happens today.
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bug introduced in 8908a9101608d3343023b470743ef63f1c44b0b7
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fixes #10769
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issue: #10884
This makes it possible for objects to immediately be activated,
but doesn't guarantee it since blocks may still need be emerged.
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fixes #12216
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fixes #11975
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bug introduced in 2f32044273d107e82fb1c35d4a0f616fa480cdf0
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closes #12149
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fixes #8943
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The distance check also never worked as intended, now fixed.
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closes #12272
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Of those settings main_menu_script has concrete security impact, the rest are added out of abundance of caution.
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fixes #9842
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fixes #11442
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On my system this is a reduction from 4664 to 3704 bytes.
This is not for the sake of saving RAM but ensuring
commonly used structures fit into caches better.
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* Quantize light frustum calculations
Reduces shadow flicker
* Fix function name to match conventions
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