| Commit message (Collapse) | Author | Age |
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Previously, paths like ./worlds would be resolved to /worlds since the
leading dot was considered just as irrelevant as a dot in the middle of
the path.
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It used to drop all of the return values from the
insecure version of the function.
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This will only happen if the formname matches or if formname is "".
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This merge doesn't make any functional changes. It's a trivial style fix so that @gregorycu can be dual credited along with shadowninja for PR #4800
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This improves rendering performance by ~40%
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Position, velocity and acceleration vectors of particles are rotated
by the yaw of the parent object so that they are truly relative to it.
Clarify new attached particle spawner behavior in lua_api.txt.
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This reverts commit 93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef.
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Active objects that are attached to other objects are not safe
from deletion. As a result, the parent object may have a reference
to an id of a child's that no longer exists.
If at some point an attempt is made to manipulate the child,
enviromment->getActiveObject(child-id) returns NULL. Using the
NULL pointer causes the crash...
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This is a slightly modified and cleaned up version of #3774 by RealBadAngel.
By sofar: Remove color change (just make it lighter) and some minor cleanups.
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* Fixed tooltips not resizing with \n
* Fixed it for 1.8.4 too.
* Fixed not working with Freetype disabled.
* Modified it to use Zeno-'s solution.
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The client would not compute the distance from the camera to
to a mapblock correctly. The result was that blocks that were in
view (i.e. not beyond the fog limit) would not be rendered.
With the improved distance computation, a range adjustment that
existed in clientiface.cpp is no longer required.
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The problem was seen while using the mobf mod package.
The problem happens when the server serializes entity attachments.
Sometimes, such attachments no longer exist. The serialization code
skips those. However, the total number of attachments was serialized
earlier. Therefore the client expects more than it gets, and logs a
serialization error.
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Remove unnecessary code.
Use '/ 2.0f' because endoff is a float.
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To be identical to the lower half of the skybox sides.
Now needed as the skybox base is often seen due to increasingly vertical
mapgens.
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Use unused range argument in 'isBlockInSight()' to limit mapblock sends
to a sphere of radius 'max block send distance'.
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'endoff', the maximum diagonal of a mapblock, was incorrectly calculated.
Half this value for the centre point of the mapblock.
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This resolves washy font and incorrect mouse handling on Windows if
a screen with high DPI is used.
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Replace parameters with the equivalent /Ox
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PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes.
Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
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Fix for previous commit.
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Add minetest.get_server_uptime() function to Lua API
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Update lua_api.txt.
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glitches. (#4686)
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* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO
* Move breath to PlayerSAO & LocalPlayer
* Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO
* Migrate m_yaw from Player to LocalPlayer for client
* Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it
* Move pitch to LocalPlayer & PlayerSAO
* Move m_position from Player to LocalPlayer
* Move camera_barely_in_ceiling to LocalPlayer as it's used only there
* use PlayerSAO::m_base_position for Server side positions
* remove a unused variable
* ServerActiveObject::setPos now uses const ref
* use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded
* Move hp from Player to LocalPlayer
* Move m_hp from LuaEntitySAO to UnitSAO
* Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
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When rewriting keycode.cpp I overlooked this function, fixes #4683 completely
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This commit modifies the liquid transforming procedure to light and
unlight nodes instead of whole map blocks.
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This commit rewrites the procedure that is responsible for light
updating.
this commit
-provides iterative solutions for unlighting and light spreading
-introduces a new priority queue-like container for the iteration
-creates per-node MapBlock caching to reduce retrieving MapBlocks from
the map
-calculates with map block positions and in-block relative node
coordinates
-skips light updating if it is not necessary since the node's new light
will be the same as its old light was
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This solves the problem whith building where build fails if the libaries have different names.
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Flash alpha maximum is reduced from 180 to 127 to avoid player blindness
in combat. Flash alpha minimum is unchanged.
The 'damage_flash' value is now limited to max alpha, to avoid multiple
hits creating a huge value that causes flash to stay at maximum alpha
for a long period. Now alpha always starts to fade immediately after
taking damage.
Both problems can be seen in Minetest let's play videos.
Simplify and optimise some code.
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Move static object storage force-delete message from errorstream to
warningstream.
Increase 'max objects per block' setting to 64.
Add missing spaces in warning code.
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Rename "refresh" to "processInitData"
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