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* Add minetest.clear_registered_biomes() apikwolekr2014-12-06
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* Ignore some mouse events sent from scrollbar to GUITableKahrl2014-12-06
| | | | Fixes #1567, #1806.
* Close settings files and save them correctlySmallJoker2014-12-06
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* Add workaround for failing clang buildsfan52014-12-06
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* Rewrite generate notification mechanismkwolekr2014-12-06
| | | | | | | Add support for notify-on-decoration Clean up mapgen constructors Clean up mapgen.cpp code style somewhat Remove trailing whitespace from some files
* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
| | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
* Add name of node 'pointed at' to debugCraig Robbins2014-12-05
| | | | This is "Add name of node pointed at to debug #1677" by @rubenwardy updated to work with game.cpp after it was refactored.
* Fix MSVC buildSmallJoker2014-12-05
| | | | Note: The unit test was technically incorrect for all platforms but passes due to implicit casting
* Recalculate normals for mesh #0. Fix for issue #1902.RealBadAngel2014-12-05
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* (INTERIM) Make sizes of the font in formspecs consistent and not so largeCraig Robbins2014-12-05
| | | | Until a permanent fix can be developed
* Optimise VoxelManipulator::copyFromCraig Robbins2014-12-04
| | | | | | ~3-4x faster This indirectly optimises MapBlock:copyTo() which in turn improves performance of MeshMakeData::fill()
* Right mouse button behaviour for craft/inventory If right mousebutton ↵Craig Robbins2014-12-04
| | | | clicked once then don't drop single items into slots. If right mouse button has been clicked and held a second time, drop items as the mouse is moved. In the second case (automatically drop/place items as mouse is moved) only auto-drop into blank slots, or slots that contain the same item.
* Settings: Various setting group fixes and enhancementskwolekr2014-12-04
| | | | | | | | - Remove blank setting values when setting has a group - Pair setting values with groups in file when possible - Preserve user-set whitespace in setting objects - Delete setting value when setting NoiseParams group - Delete overwritten groups outside of lock
* Add definable node_stone to biome API, mgv5, mgv7. Reduce and correct depth ↵paramat2014-12-03
| | | | of mgv7 biomes. l_mapgen.cpp: add '#include mapgen_v5.h' because '#include mapgen_v7' is there. Improve underwater grass hack
* Settings: Fix getNoiseParamsFromValue()kwolekr2014-12-02
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* Use setting groups for NoiseParamskwolekr2014-12-02
| | | | | | Add format example to minetest.conf.example Add Settings::setU16() Throw exception on attempted access of NULL settings groups
* Fix settings callback "call" lost on rebasesapier2014-12-01
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* Fix node 0,0,0 being highlighted when enable_node_highlighting == falseCraig Robbins2014-12-01
| | | | | Without this patch node 0,0,0 is highlighted when enable_node_highligting is false There is a minor lighting issue remaining, however it seems to be related to a different bug (https://github.com/minetest/minetest/issues/1887)
* Fix buildCraig Robbins2014-12-01
| | | | Note: this does not fix the warnings generated by clang
* LuaSettings: Sanitize setting name stringskwolekr2014-11-30
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* Fix segfault at exit caused by non grabbed fontKahrl2014-11-30
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* settings: Add setting groups and multiline entrieskwolekr2014-11-30
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* Make hud use fontengine toosapier2014-11-30
| | | | | Fix non coding style conforming glb_fontengine to g_fontengine Fix fonts never been deleted due to grabbed to often
* Scale form elements consistentlyZefram2014-11-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The ratios between the sizes of form elements, including text, is now fixed, aside from variations caused by rounding. This makes form layout almost fully predictable, and particularly independent of player's screen size. The proportions of non-text elements are the traditional proportions. For compatibility, the way in which element positions and sizes are specified remains unchanged, in all its baroqueness, with one exception. The exception is that the position of a label[] element is now defined in terms of the vertically center of the first line of the label, rather than the bottom of the first line of the label. This change allows a label to be precisely aligned with button text or an edit box, which are positioned in a centering manner. Label positioning remains consistent with the previous system, just more precisely defined. Make multi-line label[] elements work properly. Previously the code set a bounding rectangle assuming that there would be only a single line, and as a result a multi-line label would be cut somewhere in the middle of the second line. Now multi-line labels not only work, but have guaranteed line spacing relative to inventory slots, to aid alignment. Incidentally fix tabheader[] elements which were being constrained to the wrong width. Given an unusually large form, in variable-size mode, the form rendering system now chooses a scale that will fit the entire form on the screen, if that doesn't make elements too small. Fixed-size forms, including the main menu, are have their sizes fixed in inch terms. The fixed size for fixed-size forms and the preferred and minimum sizes for variable-size forms all scale according to the gui_scaling parameter.
* Implement proper font handlingsapier2014-11-30
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* noise: Throw exception on noise allocation failurekwolekr2014-11-29
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* Fix MSVC compiling error (argc/argv not available to pass to init_gettext)SmallJoker2014-11-29
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Fix regression with command line --go optionCraig Robbins2014-11-28
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* Don't corrupt stepheight when setting other propertiesCiaran Gultnieks2014-11-26
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* Wield: always obey anisotropic_filter setting, not just for hi res texturesKahrl2014-11-26
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* EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or belowKahrl2014-11-26
| | | | | This is not optimal as it will cause minor graphical glitches for Irrlicht 1.7 users, but at least it fixes the build.
* added enable_build_where_you_stand optionSokomine2014-11-27
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Wieldmesh: don't force anisotropic filtering on, instead disable mipmapsKahrl2014-11-26
| | | | | This should fix #1844. Thanks to oleastre for making the first version of this commit (#1848).
* Only set the camera update keymap when using a debug buildrubenwardy2014-11-26
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Fix Android main menu crash, and user data directory check.Kodexky2014-11-26
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Increase step smoothing to fit 1:1 stairs (works well on slabs too)Calinou2014-11-26
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Fix client "double saving" simple singleplayer local mapsCraig Robbins2014-11-26
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* Fixes for Android build errors. Enable sensor landscape rotation.KodexKy2014-11-25
| | | | | | | | | | | Fix typo in Android Makefile ndk path. Fix touchscreen parts of game.cpp to work after Zeno's refactor. Fix isdigit and isspace overload conflict with Android Irrlicht in string.h Enable sensor landscape rotation in Android Manifiest. Add mapgen v5 to Android build. Fix Makefile not checking leveldb. Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Port createForsythOptimizedMesh from Irrlicht 1.8RealBadAngel2014-11-23
| | | | Mesh rotation helpers.
* Fix regression with USE_REDIS (refactor_main)Craig Robbins2014-11-23
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* refactor main.cppCraig Robbins2014-11-23
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* Fix smooth lighting (ambient occlusion)Craig Robbins2014-11-22
| | | | Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Fix compiling if no endian.h foundPavel Puchkin2014-11-22
| | | | | | | | | | | | f7d6509 introduces error when no endian.h found in the system. Since "CHECK_INCLUDE_FILE" returns empty string instead of "0", when "cmake_config.h" is generated it has "#define CMAKE_HAVE_ENDIAN_H " line. Later we have "#define HAVE_ENDIAN_H CMAKE_HAVE_ENDIAN_H" in the "config.h", an thus "HAVE_ENDIAN_H" is also empty sting. Because of this, "#if HAVE_ENDIAN_H" is incorrect preprocessor directive. Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* serialize.h: use machine native byte swapping if available, fall-back to ↵Rafael Reilova2014-11-21
| | | | | | | | | | | | | | | | | | | | | previous generic method if not (supported for GCC using endian.h, detection done in cmake) write/readARGB8() - just write 32-bit color in one op, instead of 4 1-byte ops cleanup: removed unneeded buffer init for some serialize-out functions use a #define for the fixed point factor in read/writeF1000() nodemetadata.cpp, nodetimer.cpp optimzation: simpler deserialize node position method staticobject.cpp: cleanup: use util/serialize.h inlines instead of its own de/serialization serialize.cpp: minor optimization/cleanup: avoid generation of unneeded string temporary CMakeLists.txt, cmake_config.h.in: detection of endian.h config.h: added HAVE_ENDIAN_H Commits due to feedback squashed Signed-off-by: Craig Robbins <kde.psych@gmail.com>
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-21
| | | | | CNodeDefManager::get() VoxelManipulator::addArea()
* Optimise getTileInfo()Craig Robbins2014-11-21
| | | | | getTileInfo() ~1.5x faster getSmoothLight ~2.0x faster
* Mgv5 1 up 1 down overgeneration for biome surface continuityparamat2014-11-20
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* Mgv5 get ground level at point function. Fast spawn player versionparamat2014-11-20
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* Simplify loading of Android version of menuShadowNinja2014-11-20
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* Fix raillike bug (currently manifests itself on Android), and minor ↵Kodexky2014-11-20
| | | | | | improvement to readability. NB: Minor edits to patch made by Zeno- (int to short and minor formatting)