| Commit message (Collapse) | Author | Age |
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* Real global textures
* Add world-aligned textures
* Update minimal to support world-aligned tiles
* Update minimal
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* Cache server config settings.
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This helps retrieving the right set of blocks when the player is falling,
traveling on cart, or in general traveling in a direction different from
the view direction.
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Guarantees backwards compatibility for this formspec element change
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Necessary for placing the base cube of 'plantlike_rooted' drawtype in the
seabed instead of on it.
Useful for placing decorations sunk into, or buried in, the ground.
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For solid nodes, the lighting at a corner becomes face-dependent, which
means that only the four nodes in face-direction contribute to the
lighting (getSmoothLightSolid).
For special nodes, which use the lighting values at the eight corners of
a node, the lighting is not face-dependent, but certain nodes of the
eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be
obstructed.
Ambient occlusion now also occurs for solid nodes, if two, three or four
of the four nodes in face-direction are solid.
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Thread::m_start_finished_mutex (#6515)
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In some cases NetworkPacket was created using default constructor and m_data is not properly sized.
This fixed out of bounds memory copy
Also use memcpy instead of std::vector affectation to enhance packet creation
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If 'param2_max' is not used, parameter 'param2' works as before for
compatibility.
If 'param2_max' is used, 'param2' and 'param2_max' become the lower
and upper bounds of a per-decoration random param2.
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* Update clang from 4.0 to 5.0
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Increase scrollrate depending on fontsize
Scroll on mousewheel
Allow scrolling and marking text on non writable textareas
Update lua api about readonly mode
Show scrollbar if text overflows
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* Replace deprecated WINAPI GetVersionInfoEx
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* Allow setting the near plane
* - Add near_plane limit of 0.5 to prevent x-ray.
- Add more details to near_plane setting.
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* Unkown nodes: Provide position on interact
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* Particles: Move spawner code to a separate fucntion
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If either of the 2 noise parameters are omitted the ore will occur from y_min
to y_max in a simple horizontal stratum. As this does not compute noise
performance improves, and is ideal for placing many layers.
Clean up some nearby ore documentation.
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Protocol v25 is not supported anymore
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* Fix attached particle spawners far from spawn
When far from spawn, attached particle spawners
did not spawn particles.
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* Make Player::peer_id server-side only and add getters and setters
Player::peer_id has no sense client side, move it to server, make it private and add setter and getter
Also add some PEER_ID_INEXISTENT instead of harcoded 0
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Leave the old move code untouched.
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* Add no_static_save property to luaentites to not save them statically.
This allows for temporary objects that would get deleted anyway as soon as they are loaded again without the static saving overhead.
* Use positive meaning for static_save object property
* Invert meaning also for the LUA parameter
Note: getboolfield() does not change &result when field does not exist, so it defaults to the default value in the header file, which is 'true'.
* Extend push_object_properties()
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bind_addr is already ready when using constructor as we read is.IPv6 from it, instead pass the whole address
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Fixes commit a455297d297c0819a7eff89e51e5f01a5ac731c3
<cmath> header was already present in commit.
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* Add session_t typedef + remove unused functions
u16 peer_id is used everywhere, to be more consistent and permit some evolutions on this type in the future (i'm working on a PoC), uniformize u16 peer_id to SessionId peer_id
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* Update version correctly again
Partial revert of PR 6331
* It doesn't update automatically
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* Update JsonCPP to 1.8.3
* Fix deprecated functions
Json::FastWriter, Json::StyledWriter and Json::Reader are marked deprecated since 1.1 and are deprecated in 0.8 but not shown at compilation time.
Use new methods to serialize/deserialize
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* Add mute setting (toggled by the mute key and in the volume menu)
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Implement network communication for channels
* Implement ModChannel manager server side to route incoming messages from clients to other clients
* Add signal handler switch on client & ModChannelMgr on client to handle channels
* Add Lua API bindings + client packet sending + unittests
* Implement server message sending
* Add callback from received message handler to Lua API using registration method
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Change OpenAL distance model from AL_INVERSE_DISTANCE to
AL_INVERSE_DISTANCE_CLAMPED to avoid excessive volume when very close
to the sound location, for example MTG doors, and MTG fire sounds which
are combined at an average position and often located in air nodes.
Because AL_REFERENCE_DISTANCE has been reduced to 1 node (the distance
under which gain is clamped), multiply volume by the same factor to keep
sound gains the same as before, since the gain is calculated as:
gain = (AL_REFERENCE_DISTANCE / distance)
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This bug can be triggered by e.g. calling minetest.place_schematic()
and stopping the server immediately afterwards.
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* Set placer to nil instead of a non-functional one
This requires nil checks in core.rotate_node and core.rotate_and_place.
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Include the header that defines AF_INET and AF_INET6
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Add missing documentation of leveled nodebox to lua_api.txt, plus
a little cleaning up nearby.
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Feature is unnecessary and would greatly complicate future development,
it would also make 'get biome at pos' extremely complex.
Mgv7: Revert option to repeat surface biomes in floatlands, which
depended on the above.
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Error was exposed by commit a1389c38658fe69c3bd25c3099bae9a4e51ed401
'nplaced' was not set to U16_MAX when biome 'stone' was placed, so when
biome was recalculated in a column of stone, the 'nplaced' value
caused a few remaining filler nodes to be placed.
Occurs when the lower biome has a deeper depth of 'top' plus 'filler'
than the upper biome.
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Prevents biome nodes passing below the defined y_min of that biome.
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(#6413)
* Add setting to display the itemstring after the tooltip in the inventory.
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* ServerEnv: Clean up object lifecycle handling
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* Customizeable maximal breath for players
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