| Commit message (Collapse) | Author | Age |
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Improve codestyle.
Add clarifying comments.
Use 'movement_gravity' setting and physics override instead of hardcoded value.
Halve number of particles in final 'node dug' burst.
Avoid extremely small, near-invisible particles.
Increase velocity to increase number emerging from within a cubic node.
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Previously, night clouds were almost indistinguishable from night sky,
especially since a recent commit that made night sky brighter.
They were lacking the beautiful luminosity caused by being lit by the
permanently-full moon.
When 'directional_colored_fog = false' allow the dawn/dusk cloud
brightness boost to apply through the night too.
Set an identical minimum cloud brightness for when
'directional_colored_fog = true'.
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Fixes missing/upside-down images on Android.
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The constructor of TestAuthDatabase was called immediately, at a time when the settings weren't initialized properly yet.
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Mapgen Singlenode: Remove 'flags' that duplicates a 'class Mapgen' member.
Dungeongen: Initialise 'MMVManip *vm' to 'nullptr'.
Inventorymanager: Remove assignment error 'found = '.
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This partially reverts 1ec5028
Add option OPENGL_GL_PREFERENCE
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Throws an error about potentially damaged player inventories but proceeds converting the rest of them
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Also set it to false for node dig particles, as they are often created
and high in number.
Improve particle documentation.
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Damage flash is shortened from 0.98-1.27s to 0.25s-0.33s to reduce
player in-game blindness, especially useful for combat situations.
It is also visually more comfortable.
Camera hurt tilt is made slightly shorter to match in duration.
Both flash and camera tilt are now of similar length to a typical
damage sound, such as the one used by Minetest Game which is 0.27s.
The 3 effects become more synchronised and unified.
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Also run CSM 'on_damage_taken' callback.
Improve function logic and remove 'return'.
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Previously dungeons > decorations > ores.
Decorations depend on the node they are placed on, and ore types are
increasingly able to place large continuous volumes of nodes, such as
strata. Decorations are increasingly being used underground.
The new order avoids a node being changed by ore generation after a
decoration has been placed on it.
The new order also avoids ores appearing in the walls of a dungeon if
the wall nodes match the local stone node.
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Clipped backgrounds are still valid with no size[] tag, as they will apply themselves correctly to any size
Fixes #7197
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This silences a CMake warning introduced in CMAKE 3.11.
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* Really delete things in fs::RecursiveDelete
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Make tunnels wider and use the noise parameters of most other mapgens.
All other underground features are already identical to all other
non-mgv6 mapgens, this final change modernises and improves the tunnels.
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* Remove unused ignore_id
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* Return intersection point in node coordinates.
* Clarify 'intersection_point' documentation
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Fixes #7623
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Also, use a better distance calculation for 'collide with objects'.
Fixes the issue of a vehicle occasionally colliding with its own driver,
causing one of the velocity components to be set to zero.
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* Replace auth.txt with SQLite auth database
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Switch spacing and pos_offset to v2f32 for percision, add helper function
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Error on missing parameter.
Warning when using a method on the incorrect type of LuaVoxelManip.
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* Allow an optional readonly base database
* Added basic documentation
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Use sizeof where applicable for mt_snprintf
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See #7555
Cache (up to 64) node types for each active block.
Check this cache first to see whether any ABM needs to be triggered for a block.
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Add 2 new mapgen flags to make river depth variation and humidity drop
with altitude independently optional, instead of both being enabled by
the 'humid rivers' flag.
Simplify and clarify related code by removing a low priority
optimisation regarding 't_heat'.
Remove unnecessary optimisation bools and use spflags directly instead.
Improve and fix documentation in settingtypes.txt.
A few minor code cleanups.
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Make player liquid speed independent of FPS.
Fix codestyle issues in code block.
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