| Commit message (Collapse) | Author | Age |
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This feature is still experimental and has some issues. Also,
increase texture_min_size to 64 px. The setting was initially
a conservative 16 so that the effect would not be noticable
for players who aren't using aniso/bi/trilinear filtering. This
isn't necessary now that texture_clean_transparent is disabled
by default.
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Previously, calling it resulted in a crash.
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0e5e49736c0a5fa29bca257bafc02d7c7a7171c9
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Sometimes HUD can be modified by ServerThread and EmergeThread results in a crash on client side because the HUD is not correct
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Fixes biome layer at y = 47 when base/alt terrain exceeds it
Also fixes missing dust glitch at y = 47
Mgv5/mgv7:Cleanup code
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This reverts commit 467fc0ddc912ae38c3bf9fcb99e0b66d7478eec0.
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NetworkPacket::oldForgePacket returns Buffer instead of SharedBuffer and is used in ConnectionCommand instead of Connection::Send
This remove the NetworkPacket buffer => SharedBuffer => Buffer copy. Now NetworkPacket => Buffer
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This call was missing when change looping to triggering SendInventory: 1b2f64473ed4f222d3b7f02df853730d4382105e
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later in the process, when images are converted to textures, instead of right after image load, so the original image is unmodified for generateImagePart.
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Signed off by: ShadowNinja, kwolekr
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Signed off by: Zeno, kwolekr
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std::vector on Environment.cpp"
This reverts parts of commit 9749d9fee6db99da1ab861dc04ec63ef973db3e0, which breaks node resolver
list clearing
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Mgv5: Add large_cave_depth constant
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This was a regression introduced by f6e4c5d9cf459e8278a76a2beaee59732e841458 .
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Desert stone above y = -32 not water_level
Remove unused generateExperimental()
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Create Parameters on world initialisation and set settings of old worlds
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Replace it with an errorstream + assert for server
This throw can be trigger by LuaError exception or ConnectionBindFailed exception in the following functions:
* EmergeThread::Thread()
* ScriptApiEnv::environment_Step()
* ScriptApiEnv::player_event()
* ServerThread::Thread()
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pointers. Also store the reserved byte to use API properly
Fixes #2509
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TOCLIENT_ACTIVE_OBJECT_MESSAGES as reliable
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E.g. spawning or teleporting into lava to become invinsible
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* Sort includes
* Remove unnecessary includes
* Ensure the parameter name for GameRunData is consistent for class member functions
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+ assert"
This reverts commit 5f8e48c63baf12930430d5d8fc07495021599e61.
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This throw can be trigger by LuaError exception or ConnectionBindFailed exception in the following functions:
* EmergeThread::Thread()
* ScriptApiEnv::environment_Step()
* ScriptApiEnv::player_event()
* ServerThread::Thread()
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* TOSERVER_INIT_LEGACY
* TOSERVER_DELETEDBLOCKS
* TOSERVER_GOTBLOCKS
* TOSERVER_REMOVED_SOUNDS
Also use a std::vector instead of std::set for TOSERVER_REMOVED_SOUNDS
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to private functions
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* Requested by @Zeno-
* Approved by @nerzhul
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* Mods can do setHP function to do damages and override the enable_damage value sometimes
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this will fix the player which stay dead at connection
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The bar is only drawn when the user will notice a change, which prevents time overheads that this commit would cause, resulting from useless draws.
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Remove max_y from functions, simplify code
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* TOSERVER_INIT and TOCLIENT_INIT renamed to _LEGACY
* TOSERVER_PASSWORD merged from dev-0.5, can use protocol v24 and v25
* TOCLIENT_ACCESS_DENIED merged from dev-0.5, can use protocol v24 and v25, with normalized strings an a custom id for custom errors
* new TOSERVER_INIT packet only send MT version, supported compressions, protocols and serialization, this permit to rework everything later without break the _INIT packet
* new TOSERVER_AUTH packet which auth the client
* new TOCLIENT_HELLO packet which send server serialization version atm
* new TOCLIENT_AUTH_ACCEPTED which is send when TOCLIENT_AUTH was okay. After this packet, the client load datas from servers, like after TOCLIENT_INIT_LEGACY packet
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TOCLIENT_DELETE_PARTICLESPAWNER
* Rename the handlers from _Legacy to regular, because here we can use same handlers
* Fix some packet names and pseudo handlers
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between new network changes and old network clients
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doesn't breath.
Add Player::isDead function to check player is dead
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