| Commit message (Collapse) | Author | Age |
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which can be unreliable
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Speed-optimise leaves blits
Use MMVManip for make_jungletree
Use correct code style
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Move debug streams to log.cpp|h
Move GUI-related globals to clientlauncher
Move g_settings and g_settings_path to settings.cpp|h
Move g_menuclouds to clouds.cpp|h
Move g_profiler to profiler.cpp|h
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Use a common function to check the reading offset
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Also fix a memory leak
Fix overloaded virtual warning in Player::move()
Remove some trailing whitespace
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- General code cleanup
- Unified object creation and loading
- Specifying objects in APIs is now orthogonal (i.e. anything can take an ID,
name string, or the raw table definition (and automatically registers if present
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#2583
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Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket
Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing
This remove a long existing memory copy
Also check the packet size directly into Connection::Receive instead of packet processing
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remove command from queue on success, else do nothing, instead of remove command from queue and push it front on success
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JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
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Filename screenshot_ + ISO 8601 format + [-serial]
i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png
Serial is added if the filename + timestamp already exists and is in the range 1 to 999
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Add core.clear_registered_schematics() and refactor schematics somewhat
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Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping.
Still requires fast move to be toggled on (and fast priv)
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E.g. Sound and freetype always being disabled, redefinition of pre-processor directives
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Thanks @SmallJoker for noticing the issue
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on front, not back
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Also updates and uses porting::getSupportedVideoModes()
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This removes a lot of narrow/wide conversions where a wide string was never used.
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* Combine client and server man pages.
* Update unit test options and available databases in man page.
* Add `--worldname` to man page.
* Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`.
* Disable server build by default on all operating systems.
* Make `ENABLE_FREETYPE` not fail if FreeType isn't found.
* Enable LevelDB, Redis, and FreeType detection by default.
* Remove the `VERSION_PATCH_ORIG` hack.
* Add option to search for and use system JSONCPP.
* Remove broken LuaJIT version detection.
* Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`.
* Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`.
* Clean up style of CMake files.
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SendInventory per inventory modification
Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol)
This fix issue #2544
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Increases the key/buttons repeat delay for fly, noclip, fast, debug and camera buttons
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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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