| Commit message (Collapse) | Author | Age |
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Add show_statusline_on_connect setting
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Send texture modifier to clients connecting later too
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Neither flag as force delete nor show the warning when mapblock is full and object is a player
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This fixes #4067
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This is implemented by reusing and extending the
TileAnimation code for the methods used by particles.
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Network lag isn't really a big issue with chat and chat prediction makes writing mods harder.
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* Added lua tracebacks to some errors where you have been blind to what actually went wrong
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Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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This fixes #5033
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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Previously, object meshes had their North and South faces darker than
East and West faces, the opposite of nodes and meshnodes. This commit
corrects this.
State constants as float-literals not double-literals.
Simplify code.
Add comment.
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Original credits goes to @Rogier-5
* Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO
* Make some functions const
* Improve some lists performance by returning const ref
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
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* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
* Move ITextureSource* IGameDef::getTextureSource() to Client only.
* Also move ITextureSource *IGameDef::tsrc() helper
* drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
* drop unused emerge() call
* cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
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* support older PostGreSQL versions
* documentation accuracy
* improve performance by affecting less rows in UPDATE queries
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Fix the maths that check if any part of a mapblock or sector is over the
set map_generation_limit.
Therefore avoid the loading of any over-limit blocks that were previously
generated when map_generation_limit was larger. The set limit can vary
for a world because it is not yet a per-world mapgen parameter, even when
it is sometimes it will be changed deliberately.
Therefore avoid a player being returned to world centre if they re-enter
a world while being over-limit.
Fix the createSector() crash caused by a mob spawning over-limit in an
over-limit mapblock
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* also cleanup some unneeded inclusions
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This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
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* Improved getPointedThing()
The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.
* Cleanup, code move
This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
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"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y. Basically it works
like "[verticalframe" but in 2D.
For testing, I combined the four default_chest images into one.
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Breath is now handled server side. Changing this behaviour required some modifications to core:
* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
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(instead of the last incoming sequence number...)
Fixes #4848
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