| Commit message (Collapse) | Author | Age |
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Switch spacing and pos_offset to v2f32 for percision, add helper function
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Error on missing parameter.
Warning when using a method on the incorrect type of LuaVoxelManip.
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* Allow an optional readonly base database
* Added basic documentation
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Use sizeof where applicable for mt_snprintf
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See #7555
Cache (up to 64) node types for each active block.
Check this cache first to see whether any ABM needs to be triggered for a block.
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Add 2 new mapgen flags to make river depth variation and humidity drop
with altitude independently optional, instead of both being enabled by
the 'humid rivers' flag.
Simplify and clarify related code by removing a low priority
optimisation regarding 't_heat'.
Remove unnecessary optimisation bools and use spflags directly instead.
Improve and fix documentation in settingtypes.txt.
A few minor code cleanups.
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Make player liquid speed independent of FPS.
Fix codestyle issues in code block.
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See #7542
This reduces glitches in deep water and underground caves.
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Add 'aux' button.
Use joystick to trigger 'aux' button when forward and out of main circle, by enabling
'virtual_joystick_triggers_aux' setting.
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Fixes generation of distant world when not zooming in creative mode
(in creative mode zoom FOV is 15 degrees).
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Also drop 3 useless IntervalLimiter
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Remove now redundant setting show_statusline_on_connect
Improve documentation of `minetest.get_server_status`
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* Modernize lua read (part 2 & 3): C++ templating assurance
Implement the boolean reader
Implement the string reader
Also remove unused & unimplemented script_error_handler
Add a reader with default value
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* Fix world deletion
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Some cave segments are outside the mapchunk.
Previously, biome was being calculated by a function that uses the noise
maps. Points outside the mapchunk resulted in incorrect noise map indexes
that were sometimes outside the noise map size, causing a crash.
Use either noise maps or point noise calculations depending on point
location.
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& Satisfy LINT
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The old code got a pointer to the array instead of the first element, this resulted in a buffer overflow when the function was used more than once.
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When the noise value or fill_ratio >= 10.0 complete coverage is enabled.
This disables random placement to avoid redundant multiple placements
at one position. Instead, 1 decoration per surface node is placed by
looping across each division.
'10' was chosen as this is the fill_ratio that previously created
very near complete coverage. The complete coverage feature therefore
integrates smoothly when noise is used for variable decoration density.
'fill_ratio = 10' should be used by modders who want a decoration
placed on every surface node. Compared to before such a decoration
placement will be 10 times faster.
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* Few code updates
* Do not show average RTT before timing out
* Fix unwanted integer division in RTTStatistics
* Fix float format, prettier jitter calculation
* Use +=, 0.1f -> 100.0f for stronger average updates
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Previously, the biomemap was 'BIOME_NONE' for a mapchunk column if a
stone surface was not found in it, causing water surface decorations
and water surface dust to fail.
Store the biome ID of the biome calculated at a water surface and add
it to the biomemap if the biomemap is 'BIOME_NONE' for the mapchunk
column. The biome calculated at a stone surface still has priority
for the biomemap entry, as it should.
Edit an incorrect comment.
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Revert commit 99143f494711034068685b6ee845ce19fa09d7d9 and commit
f4ca830abe1aa22875c99b31bf2ee56e26f83f05.
These commits caused biome dust to be applied even when there was no core
mapgen terrain in a mapchunk column. So the dust, which overgenerates,
then appeared on structures added by mods in 'on_generated', such as
floatlands, asteroids or above-surface realms.
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