| Commit message (Collapse) | Author | Age |
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Previously you could steal a secure environment from a trusted mod by wrapping
request_insecure_environment with some code like this:
local rie_cp = minetest.request_insecure_environment
local stolen_ie
function minetest.request_insecure_environment()
local ie = rie_cp()
stolen_ie = stolen_ie or ie
return ie
end
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'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
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Commit
6a1670dbc31cc0e44178bbd9ad34ff0d5981a060 "Migrate to STL containers/algorithms."
has replaced core::map<T, bool> with std::set<T>, but didn't update
the accompanying comment saying "value is dummy". This happened at
two places.
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Fixes #3701.
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Thanks @ExcaliburZero for noticing. Fixes #3698.
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* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
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Introduce a new contentfeatures version (8). When clients
connect using v27 protocol version, they can assume that
the tiledef.backface_culling is trustable, but if clients
connect to servers providing contentfeatures version 7,
then the v27 clients know that backface culling settings
provided by the server in tiledefs are bogus for mesh,
plantlike, firelike or liquid drawtype nodes.
thanks to hmmmm, est31, nerzhul.
Tested on new client - new server, new client - old server
old client - new server.
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Also use string::empty method, it is better than comparing with empty strings.
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All places that lock this mutex are only called by the main thread:
ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
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To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
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-> Replace the three bool params with an enum
-> Add struct for the static content, leads to less repetition
-> cache enable_animations setting
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Stop riverbeds from forming plateaus under sea. Minor corrections to
random lava/water placement.
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Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
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Replace simple caves with V5 caves, adding unpredictable water and lava
settings and massive caves based on subterrain. Remove fast terrain mode
and accompanying settings. Remove superfluous temperature/humidity
settings. Remove lava/water height setting. Fix errors in humidity
handling and remove humidity_break_point setting. Move cave noises to
generateCaves. Fix minor formatting/naming issues and use
MYMAX/MYMIN/myround.
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Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
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clock_gettime() is a far better clock than gettimeofday().
Even better than clock_gettime() is that you can select either
CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer
high precision time. And the _RAW variant will never roll back
due to NTP drift or daylight savings, or otherwise.
I've adjusted this code to select the right clock method auto-
matically based on what's available in the OS. This means that
if you're running a very old linux version, MacOS or other,
you will automatically get the best clocksource available.
I've tested all Linux clocksources by selectively compiling and
running a 10k+ timer test suite. In all cases I confirmed that
the 3 POSIX Linux clocksources worked properly, and were
selected properly.
I've modified the OS X compile path to use the high-res clock
source for all time functions, but I can't confirm it works or
that it compiles.
As for WIN32, I confirmed that the used clocksource is indeed
a Monotonic clocksource, so good news: that code section appears
to be exactly what it should be.
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`errorstream` must not be overly verbose as clientside it is directly printed
onto the ingame chat window. These days, the serverlist can contain > 200k bytes,
so better print it to warningstream if the data buffer is too long.
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Outdated servers are always sending tiledefs with culling
enabled no matter what, as the value was previously entirely
ignored.
To compensate, we must (1) detect that we're running against
an old server with a new client, and (2) disable culling for
mesh, plantlike, firelike and liquid draw types no matter what
the server is telling us.
In order to achieve this, we need to bump the protocol version
since we cannot rely on the tiledef version, and test for it
being older. I've bumped the protocol version, although that
should have likely happened in the actual change that introduced
the new backface_culling PR #3578. Fortunately that's only 2
commits back at this point.
We also explicitly test for the drawtype to assure we are not
changing the culling value for other nodes, where it should
remain enabled.
This was tested against various pub servers, including 0.4.13 and
0.4.12.
Fixes #3598
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Previous commits broke it... :(
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Backface culling is enabled by default for all tiles, as this
is how the lua parser initializes each tiledef. We revert to
always using the value from the tiledef since it is always
read and serialized.
Mods that wish to enable culling for e.g. mesh nodes, now can
specify the following to enable backface culling:
tiles = {{ name = "tex.png", backface_culling = true }},
Note the double '{' and use of 'name' key here! In the same
fashion, backface_culling can be disabled for any node now.
I've tested this against the new door models and this properly
allows me to disable culling per node. I've also tested this
against my crops mod which uses mesh nodes where culling needs
to be disabled, and tested also with plantlike drawtype nodes
where we want this to continue to be disabled.
No default setting has changed. The defaults are just migrated
from nodedef.cpp to c_content.cpp.
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