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* ServerMap saving: cleanups (#6274)Loïc Blot2017-08-19
| | | | * remove sector meta loading/saving from files which targets dead code (differs_from_disk is always empty) * this remove empty ServerMapSector and ClientMapSector, remove MapSector childs
* ItemCAO removal (#6279)Loïc Blot2017-08-19
| | | This object is from 0.3 era and was never used since 0.4.X and GenericCAO usage
* Code modernization: src/m* (part 3)Loic Blot2017-08-19
| | | | | | | | * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * remove some unused headers in some cpp variable
* Code modernization: src/m* (part 2)Loic Blot2017-08-19
| | | | | | | | | * empty function * default constructor/destructor * remove unused Map::emergeSector(a,b) * for range-based loops * migrate a dirs[7] table to direction tables * remove various old unused function
* Banmanager: Move 'creating' message from warningstream to infostream (#6277)Paramat2017-08-19
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* Optimize headers (part 2) (#6272)Loïc Blot2017-08-18
| | | | | | | | | | | | | | * Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
* Modernize various files (src/m*) (#6267)Loïc Blot2017-08-18
| | | | | | | | | | | | * Modernize various files (src/m*) * range-based for loops * code style * C++ headers instead of C headers * Default operators * empty function Thanks to clang-tidy
* server.cpp: unroll setting when sending mapblocks (#6265)Loïc Blot2017-08-18
| | | | | | | | * server.cpp: unroll setting when sending mapblocks * Improve a little bit performance when sending mapblocks massively * Use a range based for * Code style fixes
* Add missing ctime include (#6269)adrido2017-08-18
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* Modernize various files (src/k*, src/l*)Loic Blot2017-08-18
| | | | | | | * range-based for loops * code style * C++ headers instead of C headers * Default operators
* Modernize various files (part 2)Loic Blot2017-08-18
| | | | | | | | | * range-based for loops * emplace_back instead of push_back * code style * C++ headers instead of C headers * Default operators * empty stl function
* Modernize various filesLoic Blot2017-08-18
| | | | | | | | | * range-based for loops * emplace_back instead of push_back * code style * C++ headers instead of C headers * Default operators * empty stl function
* Modernize src/c* src/d* and src/e* files (#6263)Loïc Blot2017-08-17
| | | | | | | | | | | | | | | | | * Modernize src/c* src/d* and src/e* files * default operator * redundant init * delete default constructors on CraftDefinition childs (never used) * fix some missing init values * const ref fix reported by clang-tidy * ranged-based for loops * simple conditions & returns * empty stl function instead of size * emplace_back stl function instead of push_back + construct temp obj * auto for some iterators * code style fixes * c++ stl headers instead of C stl headers (stdio.h -> cstdio)
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* clientobject, clouds, collision, clientsimpleobject: code modernization (#6260)Loïc Blot2017-08-17
| | | | | | | | | | | | * clientobject, clouds, collision, clientsimpleobject: code modernization * use range-based for loops * simplify some tests * various code style fixes * use emplace_back instead of push_back when necessary * use auto on some iterators * use default operator when needed * unroll v3s16 creation on collisionMoveSimple
* Reduce dedicated server step to 0.09 (#6252)Loïc Blot2017-08-17
| | | Minetest performance improvement has been huge since months, server step reduction will permit to handle client events a little bit faster without too many penalty costs due to core engine
* Typo fix in compat code from commit 1d8d01074fdb52946f81110bebf1d001185b394bLoic Blot2017-08-17
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* clientmap, clientmedia: code modernizationLoic Blot2017-08-17
| | | | | | | | | * use range-based for loops * simplify some tests * various code style fixes * remove debugprint in ClientMap::getBackgroundBrightness, debug code was not intended to be there * remove unused fields in MapDrawControl * use emplace_back instead of push_back when necessary
* l_server, clientenvironment, clientiface: code modernizationLoic Blot2017-08-17
| | | | | * use range-based for loops * use refs on some exceptions & one setter
* New lighting curve (#5279)Vitaliy2017-08-17
| | | | | | | | * New lighting curve * Make polynomial lighting curve * Update default lighting settings
* ClientInterface: add a function to verify (correctly) if user limit was ↵Loïc Blot2017-08-16
| | | | | | | | | | | | | | reached (#6258) * ClientInterface: add a function to verify (correctly) if user limit was reached CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception Switch existing checks to ClientInterface::isUserLimitReached() Use range-based for loop for getClientIds() used function too This will fix #6254 (not the memory overhead if init is flooded)
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
| | | | * Cleanup various headers to reduce compilation times
* client.cpp: modernize codeLoic Blot2017-08-16
| | | | | * Range based for loops * Empty operator on stl containers
* cavegen.cpp, chat.cpp: modernize codeLoic Blot2017-08-16
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* Modernize client code (#6250)Loïc Blot2017-08-15
| | | | | | | | * Various code style fixes * Use range based for loops * Use empty instead of empty objects * Use C++11 default keyword for trivial constructors and destructors * Drop some useless casts * Use emplace_back instead of push_back to improve performance of some vectors push
* bab.cpp: code modernizationLoic Blot2017-08-15
| | | | | | * Use for range based loops * Simplify some tests * Code style fixes
* server.cpp: code modernizationLoic Blot2017-08-15
| | | | | | | * Use more for range based loops * Simplify some tests * Code style fixes * connection.h: better PeerChange constructor instead of creating uninitalized object and then affect variables
* Lint fix on localplayer.hLoic Blot2017-08-15
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* L-system: Fix leaves cutting through stemsHybrid Dog2017-08-14
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* Player::getSpeed/setSpeed use const refsLoic Blot2017-08-14
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* Player class: disable copyLoic Blot2017-08-14
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* Various server.cpp cleanupsLoic Blot2017-08-14
| | | | | | | * Modernize many for loops * Use constness on many loops * use empty function on many strings tests * various code style fixes
* Server::AsyncRunStep + Server::sendAddNode: modernize codeLoic Blot2017-08-14
| | | | | | | | * Use various modern for loops * Make some loop iterator constants, whereas there weren't * Use empty on some size() > 0 tests * Various little codestyle fixes * Fix an hidden scope variable in Server::SendBlockNoLock
* LocalPlayer::accelerateHorizontal: cleanupsLoic Blot2017-08-13
| | | | | * Properly use v3f default constructor * v3f d_wanted = target_speed - m_speed; and d_wanted = target_speed * 0.1f - m_speed * 0.1f; can be factorized to d_wanted = (target_speed - m_speed) * 0.1f; => d_wanted *= 0.1f;
* Cleanup LocalPlayer::applyControlLoic Blot2017-08-13
| | | | | | * Use Environment interface instead of ClientEnvironemnt * Don't create slippery variable and then re-affect it * itemgroup_get return a int, properly test != 0 to be clearer
* Add slippery group for nodes (players/items slide)Wuzzy2017-08-13
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* Trigger on_rightclick regardless on the formspec meta fieldSmallJoker2017-08-13
| | | | Document behaviour for older clients.
* Change “Use” key name to “Special”TeTpaAka2017-08-13
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* Full viewing range key message clarifiedFixer2017-08-12
| | | | To make it sound less confusing to players
* Remove cloud_height settingBen Deutsch2017-08-12
| | | | | | With the cloud API, the cloud_height setting has become obsolete and replaceable by a mod. It, and supporting code, can be removed.
* Mgv5: Make spawn position search more reliableparamat2017-08-12
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* ServerEnvironment::step: modernize loopsLoic Blot2017-08-11
| | | | | | Use various ranged-based for loops in ServerEnvironment::step Also set ServerObject::getBasePosition const to be compliant ServerEnvironment::deleteParticleSpawner: use a const iterator
* Mgv7: Raise spawn point by 1 node for no mountain caseparamat2017-08-09
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* Step height: Add as a player object propertyparamat2017-08-09
| | | | | Add settable player step height using the existing object property. Breaks compatibility with old clients, add to protocol version 35.
* Key change menu: Expose more keysWuzzy2017-08-09
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* Fix error not printed to console when no name is providedJuozas2017-08-09
| | | | | | | | When minetest is launched, if there was no nameprovided in configuration or parameters, the game would not show any error in console. if the --go parameter was also prowided, the game would exit without an error. This is undesired behavior, so this merged commit add the missing function that displays the missing error message in console.
* Singleplayer: Pause game in the key change dialogSmallJoker2017-08-07
| | | | Fixes #6201. @t0ny2 pointed to the right place. Thanks!
* Start off newly generated worlds early at sunrise, 5:15am (#6211)JRottm2017-08-05
| | | | | | | | | | Gives starting singleplayer games this subtle "dawn of a new world" feel. I would have set it even earlier (up to 4:45am), but I was worried that in some pre-existing games the player could be overwhelmed by hostile mobs right at the start, seriously changing gameplay. It's just the default, individual games should be able to override it, and for public servers it's irrelevant anyway, because only the first player to set foot in the world will notice, and that's usually the server admin.
* Add tiny Y offset in collisionMoveSimple() to tweak performanceJens Rottmann2017-08-05
| | | | | | | | | | | | | | | Another small general problem: the player is always standing exactly on the bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2. floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1), which means they behave differently depending on where you are: they round upwards above sea level and downwards when underground. This inconsistency comes from the way the coordinates are calculated, independent of the specific C++ code. The result is a tiny bit of lost performance when moving underground, because 1 node level more than necessary is checked for collisions. This can be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested. This is not an elegant solution, but still better than wasting CPU.
* Fix player coordinate rounding in collisionMoveSimple() (#6197)Jens Rottmann2017-08-05
| | | | | | | | | | | | | | | | | | | | To determine the area (nodes) where a player movement took place collisionMoveSimple() first took the old/new player coordinates and rounded them to integers, then added the player character's collision box and implicitely rounded the result. This has 2 problems: Rounding the position and the box seperately, then adding the resulting integers means you get twice the rounding error. And implicit rounding always rounds towards 0.0, unlike floatToInt(), which rounds towards the closest integer. Previous (simplified) behavior: round(pos)+(int)box, for example player at Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2. ==> A character's height of 1.75m always got rounded down to 1m, its width of +/-0.3 even became 0. Fixed by adding the floats first, then rounding properly: round(pos+box) = round(0.9+1.75) = round(2.65) = 3.