| Commit message (Collapse) | Author | Age |
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* Formspec: Fix priorities for version < 3
1) Introduce 'priority' to 'FieldSpec'
2) Sort elements based on 'priority'
3) Assign 'name' to the Item Image Button's image to show tooltips again
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'large_cave_depth', 'dungeon_ymin' and 'dungeon_ymax' are duplicated across many mapgens so should have been in class MapgenBasic from the start.
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Notably it tries to receive all queued packets
between server steps, not just one.
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Low-disruption first step towards removing the hardcoded cave liquid
code. Since MT 5.0.0 cave liquids can be defined and located by
biome definitions instead.
In games that do not yet use biome definitions to define and locate
cave liquids (MTGame does), lava will now appear below
y = water_level - 256 instead of below 'lava depth' (usually y = -256).
Therefore no change in most mapgens if using the default 'lava depth'.
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Previously this method would accidentally reset the locale
and break everything.
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fixes #8068
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Mods may want to to handle item interaction even if the item
is not marked usable (= server-side callback exists).
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This also fixes find_node_near restrictions being ineffective.
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Previously, randomwalk caves only extended beyond the mapchunk
borders horizontally, preventing vertical overlap and
interconnection.
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Preperation for server-sent CSM which will eventually need this.
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Previously, the only way to disable the 3D noise tunnels was to set
'cave width' > 1.0, however doing so did not disable the very intensive
noise calculations or the generation loop.
All the other types of cave generation (randomwalk caves, caverns)
can already be independently and completely disabled.
This feature is now needed more because the small randomwalk caves are
now available for use as an alternative to the 3D noise tunnels.
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caves (#8928)
Add mapgen parameters to set the range of the random number of
randomwalk caves per mapchunk, and to set the proportion that are
flooded with liquids.
Default values are, for now, unchanged from the previous hardcoded
values.
Add parameters to allow small randomwalk caves
Disabled by default for now as they have never been present in the
non-mgv6 mapgens.
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"Deprecated" means that something is still in use, but is unsupported and needs to be removed.
"Obsolete" means it is already out of use.
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Revert gamma upper limit to 3.0 because that was raised based on
a misunderstanding and had no benefit. A sane upper limit is
needed as players on a competitive server tend to use the maximum.
Set gamma lower limit to 0.33 for consistency with 3.0.
Set sane limits on alpha, beta, boost and enforce these in code
to limit values entered in minetest.conf and to avoid easy cheating
by editing settingtypes.txt.
Improve documentation and 'readable' setting names.
Clarify that gamma does not significantly affect natural night light.
light.cpp: Various codestyle and comment improvements.
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See comment in irrlichttypes.h and https://sourceforge.net/p/irrlicht/bugs/433/
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This value reduces how far randomwalk caves can extend into the
mapchunk padding, to avoid 'out of voxelmanip' cave nodes which cause
flattened cave walls.
Testing shows that a value of 2 (instead of 10) is enough to make
'out of area' nodes extremely rare.
Reducing this value results in a higher chance of overlap and
connection with caves of neighbour mapchunks.
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- Add style properties for overriding the the hovered/pressed state
- By default, hovered buttons are a lighter version of the base color
- By default, pressed buttons are a darker version of the base color
- Add hovered bg image support for image buttons (style property)
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Crash occurred in singleplayer when leaving a world with
autoforward enabled then re-entering a world.
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Comment out the if statement that prevents sending TOSERVER_PLAYERPOS if the player is dead.
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fixes #9020
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