| Commit message (Collapse) | Author | Age |
|
|
|
| |
fixes #9020
|
|
|
|
| |
This reverts commit 1db3d252cff9e8d61fecf1052d7497813851da51.
Temporary solution until a compatible solution is found to define both - formspec and fullscreen backgrounds.
|
| |
|
| |
|
|
|
|
| |
Does not clear the parent's attachment information when the child is deleted locally.
Either it was removed permanently, or just temporary - we don't know, but it's up to the server to send a *detach from child" packet for the parent.
|
| |
|
| |
|
| |
|
|
|
| |
Adds background9[] element to keep backwards compatibility in formspec prepends.
|
|
|
|
|
| |
1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
|
|
|
|
|
| |
Fix some reference counters (memleak)
Map::dispatchEvent: Allocation safety using references
|
|
|
| |
The variable name changed but this didn't cause merge conflicts, so it wasn't caught before.
|
|
|
|
| |
ItemDefinition &selected_def,
|
| |
|
|
|
|
|
| |
Improve documentation
Read old formats
Fix free ID function. Return first gap in map
|
|
|
| |
Makes 'get_wield_item' to return the "main" ItemStack
|
| |
|
|
|
|
|
| |
The line declared a variable "m_con" instead of locking m_con.
getClient() doesn't need this anyway, so remove it.
|
| |
|
| |
|
|
|
|
| |
Caused by incremental inventory sending
Previously everything was overwritten by serializing the entire inventory
|
|
|
|
|
|
|
|
|
| |
The setting now accepts values between 1 and 8 in the
Advanced Settings menu.
Values 0 and 1 now behave the same way (setting it to 1 won't
disable MSAA anymore), so there's no need to expose 0 as a value.
This closes #8939.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While preserving the general character of dungeon structure.
Slightly increase the range of standard room horizontal size, while
preserving the average horizontal size.
Return to classic maximum large room size of 16x16x16.
Make 1 in 4 dungeons have a 1 in 8 chance for each room being 'large',
making multiple large rooms possible for the first time.
Make 1 in 8 dungeons allow diagonal corridors, to make these a little
more common.
Make corridor width vary from 1 to 2, but forced to 2 if diagonal
corridors are allowed, to make them passable.
Add some comments.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
Safety-guards for CSM callbacks to abort on a bad implementation
Only run callbacks when the mods are loaded (and with it: builtin)
Duplication checks inside constructors
|
| |
|
|
|
|
| |
Applies to player and detached inventories
|
| |
|
| |
|
|
|
| |
Before opening the file for writing, its file size is tested. If it exceeds 50 MB, it is moved to debut.txt.1, otherwise the log is appended to the old messages. An old debut.txt.1 is removed if it already exists.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Mainly spacing and pointer placement
|
| |
|
|
|
|
| |
Co-authored-by: ANAND <ClobberXD@gmail.com>
|
|
|
|
| |
Previously inv:remove_item and inv:set_list did not trigger an inventory update
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Calculate 'i' inside 'y' loop to avoid 'i' and 'y' becoming
out of step due to the uses of 'continue'.
Simplify calculation of 'p2d' when coordinates are inverted.
Remove some unnecessary and unreliable 'index out of
voxelmanip' checks.
Move calculation of '&em' out of loops.
For 'Loop further down until not air' code, use y coordinate
to detect being out of voxelmanip, instead of checking index
which did not detect that.
Add and improve comments.
Indent the 'for (;; y--) {' loop.
Improve format and fix codestyle issues.
|