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* Real control fix (#5787)Loïc Blot2017-05-20
| | | | | | | | | | * Allow enabling and disabling mods. * Re-fix 605599b6f150b89ba6539c4d088231b326adcb48 This breaks some chars like € in chat. Instead verify is char is a non control char -> iswcntrl
* Fix instant digging (#5785)you2017-05-20
| | | | Use runData.dig_time_complete instead of params.time to find out whether it's instant digging. runData.dig_time_complete is set to something very big if the node can't be dug, whereas param.time is 0 when digging is impossible or it's instant digging. So not using param.time fixes #5728.
* Fix wchar_t type on 605599b6f150b89ba6539c4d088231b326adcb48Loic Blot2017-05-20
| | | | event.KeyInput.Char is a wchar_t, iswprint should be used
* Particle spawner: Do not spawn particles distant from player (#5766)Paramat2017-05-20
| | | | | | | | | Previously, every particle was rendered by (even if not actually visible to) the client regardless of distance. This significantly reduced client FPS. Acts clientside, particle spawners are always sent to clients, but each particle is checked for distance from the player. As with 'add particle' the distance limit is set to 'max block send distance' as this determines how far a client can see.
* [CSM] Correct the log destination of print() (#5784)SmallJoker2017-05-20
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* Fix CSM crash (#5779)red-0012017-05-20
| | | Caused by dc5bc6c and them made worse by 5ebf8f9
* chat.cpp fix wchar_t isspace -> iswspace & wrong isspace on an index (#5783)Loïc Blot2017-05-20
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* Cleanup in content_mapblock (#5746)numberZero2017-05-20
| | | NDT_LIQUID is being drawn by MapBlockMesh since a long time ago...
* Improve password change menu (#5757)red-0012017-05-20
| | | | - Fix the GUI getting messed up when resizing - Save the input when resizing
* Fix shift key producing space in console (#5777)Craig Davison2017-05-20
| | | | * Fix shift key producing space in console
* this might fix #5661, needs testing (#5775)red-0012017-05-20
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* Fix input regression introduced by a4a377ecad6f1732cc54e7ac329fdef9949f9bf7Loic Blot2017-05-20
| | | | Fix #5776
* Fix mem leak in mesh cache (#5781)Zeno-2017-05-20
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* Various code cleanup & little performance improvement on HTTP download (#5772)Loïc Blot2017-05-20
| | | | | | * Disable or remove unused enum members/functions * Tiny code style fixes * Make some functions const * Replace ClientMediaDownloader std::unordered_map with std::map
* Do not create dummy normalmaps (#4180)you2017-05-19
| | | fixes #1811
* Fix textarea bug: clicking right of the end of a line caused the cursor to ↵you2017-05-19
| | | | be in one of the next lines (#3474)
* Fix alpha for liquid nodes (#5494)Dániel Juhász2017-05-19
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* Mainmenu: Fix issues while trying to enable all mods (#5770)SmallJoker2017-05-19
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* When minimap is disabled in configuration, really disable it (#5771)Loïc Blot2017-05-19
| | | | * When minimap is disabled in configuration, really disable it
* Fix a warning pointed by GCC 7.1Loic Blot2017-05-18
| | | | lua_tonumber overflow in snprintf (12 bytes and only 10 can be written)
* Particles: Do not send single particles to distant clients (#5760)Paramat2017-05-17
| | | | | | | Previously, every individual particle on a server is sent to, and rendered by (even if not actually visible), every client regardless of distance. This significantly reduces client FPS and creates unnecessary network traffic. Maximum distance is set by 'max block send distance' as this determines how far a client is able to see.
* Caverns: Remove unnecessary liquid excavationparamat2017-05-16
| | | | | | | | | | | | | | | Also disable CavesRandomWalk at a safer distance from caverns. Excavating liquids in cavern code is unnecessary as in practice we are already successfully disabling the generation of liquid caves that could intersect with caverns and cause excessive amounts of spreading liquids in caverns. However to be safer this commit now disables liquid caves at a larger distance from caverns, to compensate for liquid caves being able to generate up to a mapblock beyond a mapchunk border. Not excavating liquids in cavern code also allows a feature i am working on in experimental new core mapgens, but also allows for more flexibility in future.
* Fix a memleak pointed by @Zeno- in MeshUpdateQueueLoic Blot2017-05-16
| | | | This leak was introduced when added cache to MeshUpdateQueue and only occurs when leaving world.
* Fix uninitalised variable in event.cpp (#5764)Zeno-2017-05-15
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* Add option to use neither node highlighting nor outliningezhh2017-05-15
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* No cursor lock when window inactive (#5754)SmallJoker2017-05-13
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* Limit properly the sound setting at updateSound runtime step (#5753)Loïc Blot2017-05-13
| | | | | | | | * Limit properly the sound setting at updateSound runtime step Fix #5026 * Add a comment
* Move KeyList & InputHandler from game.h to client/inputhandler.h (#5752)Loïc Blot2017-05-13
| | | | | | | | | | * Move KeyList & InputHandler from game.h to client/inputhandler.h We have a header for inputs, move inputhandler class & related keylist object to it Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined * Pass clang-format on inputhandler.{cpp,h} (compatible)
* Android build fixLoic Blot2017-05-13
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* Minor pause/escape menu improvements (#5751)red-0012017-05-13
| | | | | | - Split movement keys into separate entries. - Increase buffer size due to the above change. - Change capitalisation. - Remove code-style violating white spaces.
* Rework escape/pause menu (#5719)red-0012017-05-11
| | | | | | | | | | | | * Rework escape/pause menu - Remove build information - Use current controls instead of default controls - Add information about the current server in place of the build information - Add text saying the game is paused to if in singleplayer mode. rework pause/escape menu * improve consistency + display server_name
* Private nodemeta (#5702)sfan52017-05-10
| | | | * Private node metadata that isn't sent to the client
* Add cancel button to password change menu. (#5720)red-0012017-05-09
| | | | * Add cancel button to password change menu.
* Revert custom player collision box and step height commitsparamat2017-05-09
| | | | | These caused inability to pass through 2 node high spaces or step up onto slabs or steps when a new client connected to an older server.
* read_schematic_replacements: ensure fields are strings (#5726)Loïc Blot2017-05-08
| | | | | | | | * read_schematic_replacements: ensure fields are strings add a type check before reading strings on read_schematic_replacements deserializer * throw LuaError instead of asserting the whole client
* Custom step height: Fix implementationparamat2017-05-08
| | | | | | | | | | | Recent commit 45ab62d6a3d90ab3b97aec88251a766cb5dd1899 had a coding error that made climbing out of water difficult due to an incorrect value of the step height when not 'touching ground'. It also incorrectly multiplied the custom stepheight by BS, resulting in being able to step-up 2 nodes if set to the default of 0.6, or even 0.3. Also the implementation was wrong because it customised the step height when not 'touching ground', this step height is for a slight rise when catching the edge of a node during a jump, and should always remain at 0.2 * BS.
* Shaders: Remove unused water surface shaderparamat2017-05-08
| | | | | | | | | | Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour.
* Player attrs: permits to remove an attribute by setting value to nil (#5716)Loïc Blot2017-05-07
| | | | | | | | | | * Player attrs: permits to remove an attribute by setting value to nil When doing player:set_attribute("attr", nil) remove attribute Also remove a useless check on C++ API part (already done by checkplayer) Fix #5709
* LINT fix since d0678948165768472fc940c03e78cba787f49ea5Loic Blot2017-05-07
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* Player properties: Set correct default collisionboxparamat2017-05-07
| | | | | | | | | Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded player collisionbox which resulted on falling back to an incorrect default. This stopped players walking through 2-node high spaces and made the player slightly wider. Improve docs for custom player collisionbox feature and reformat nearby lines.
* Replace occurrence of luaL_reg in l_camera.cppT0ny22017-05-07
| | | | | Related to commit 41c5483. Replace an occurrence of luaL_reg in src/script/lua_api/l_camera.cpp (added by commit de028fc).
* Fix myfloor(0.0)ShadowNinja2017-05-06
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* Clean up numeric.h and split FacePositionCache from itShadowNinja2017-05-06
| | | | | I also optiized FacePositionCache a bit: I removed a map lookup and vector copy from both branches of getFacePosition.
* Make the player collisionbox settableTeTpaAka2017-05-06
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* Use a settings object for the main settingsShadowNinja2017-05-06
| | | | | | | This unifies the settings APIs. This also unifies the sync and async registration APIs, since the async registration API did not support adding non-functions to the API table.
* Fix codestyle since CSM Camera APILoic Blot2017-05-06
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* Add configurable key bindings for hotbar scrolling, and for changing volume.Wuzzy2017-05-06
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* Use stepheight from CAO instead of hardcoded valueSapier2017-05-06
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* [CSM] add `on_item_use` (#5544)red-0012017-05-06
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* Make players respect makes_footstep_sound in the object propertiesTeTpaAka2017-05-06
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