| Commit message (Collapse) | Author | Age |
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Prevents biome nodes passing below the defined y_min of that biome.
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(#6413)
* Add setting to display the itemstring after the tooltip in the inventory.
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* ServerEnv: Clean up object lifecycle handling
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* Customizeable maximal breath for players
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For 3D noise tunnels only, replace unsupported biome 'top' and 'filler'
nodes in tunnel roof with the defined biome 'stone'.
This makes terrain created by 3D noise tunnels consistent with the rest
of mapgen, which does exactly the same in this situation.
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The 'glow' value is added to the ambient light value.
Negative 'glow' disables light's effect on object colour, for faking
self-lighting, UI-style entities, or programmatic colouring in mods.
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Also remove the setting 'send_pre_v25_init'
Keep old enum entries for obsolete commands
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Dig prediction allows clients to remove dug nodes without
waiting for server acknowledgement.
This patch allows mods to override dig prediction,
it can either be turned off or a different "prediction node"
can be selected.
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Only adjust it to the collisionbox value when the collisionbox was really set.
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Fixes #6400
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For precise control of schematic vertical position relative to the
'place_on' node.
Avoids workarounds that add empty nodes to a schematic and therefore
reduce performance.
Also remove long-unused decoration cutoff code.
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The block sends per client is 1/2 when reaching the maximal player count.
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This fixes #6373
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* Make HUD status messages translatable
* Make strings in showStatusTextSimple translatable
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* Implement minetest.register_on_userlimit_check
This new callback permits to bypass the max_users parameter with new mods condition, based on player name or IP
Only one mod needs to permit it.
Move core part for builtin privileges checks to builtin
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ConnectionCommand"
This reverts commit 5b04f5e7d231437b534f4cad39da78624d97c584.
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Creates a single undulating ore stratum that is continuous across mapchunk
borders and horizontally spans the world.
Due to being continuous is ideal for creating bands of alternative stone
type running through cliffs and mountains, or underground layers.
Add missing documentation of 'ore_param2' parameter.
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* Use member initialization list instead of the constructor's body
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This can trigger unreproductible crashes due to concurrency problem on SharedBuffers
This fixes #6354
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* Fix animation frame_speed and blend loosing precision due to incorrect data type
Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
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Default enabled for no change in default behaviour.
Remove 'zoom' privilege.
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Debugstacks is not useful, we don't really use it, the DebugStack is not pertinent, gdb and lldb are better if we really want to debug.
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* Fix HP transport + some double <-> float problems
TOCLIENT_HP transport u16 hp as a u8, use u16 HP, this prevent HP over 255 to overflow across network
* Fix more double/float problem in serverpackethandler & remove implicit struct type for TileAnimationParams
* Fix connection unittests container
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* Bump minimal protocol version to 36
Item/Node/TileDef, NodeBox, TileAnimation: Remove old compat code
* Accept future serialisation versions
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default mode) (#5493)
* Formspec: Add options to set background color and opacity (fullscreen mode)
* Enhance previous comment: Set formspec background when regenerate UI.
* This permit to do the calcul only at regen and override it with bgcolor tag
* Add a setting for default background color into formspec, separated from fullscreen
* Add a little performance gain on formspecs using a const ref instead of copying formspec string
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* mapblock_mesh.cpp: Fix code style and simplify a bit code
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* Refactor clientevent structure
* Move structure outside of client header
* Create client events on heap not stack, this remove the ClientEvent object copy
* Use clientEventHandler to route events
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This should fix #6332
Refcount is not increased due to reference, it can make this refcount incorrect in a multithread context
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Fixes #6294
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* Alternative code for slipping
- does not depend on frame rate
- controllable via environment variables for now
* Adjust slipping speed for item entities too.
* Final version of framerate-independent slippery code
* Remove dead code and fix formatting
* getStandingNodePos should only look 0.05 nodes downwards
This ensures that, even if the player is standing on a partially
filled node, this node is used as the standing node and not the
node below it.
Specific use: enables slippery slabs
* Exchange global getStandingPosNode change for local inline change
Reverts previous commit
* Revert the item movement changes
* Slippery nodes now slip over cliffs and edges
Players no longer suddenly stop before falling off.
Also refactored slippery code into getSlipFactor method.
* Slipping over an edge gated by player's is_slipping state
A new flag for just this case, to reduce costly node lookups in
the normal case of leaning over a non-slippery edge.
Public access for consistency and potential future uses.
* Minor code tweaks / cosmetics
* Add temp variable to improve readability and fix indentation issues
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