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Minetest changelog
----------------------
This should contain all the major changes.
For minor stuff, refer to the commit log of the repository.

0.3.1: (released on 2011-11-09)
- Fix frustum culling (previous versions have rendered too much stuff that is not actually visible (about 180 degrees, while should have been more like 100.))
- Add occlusion culling (improves performance a lot)
- Add “3d clouds” on/off checkbox in main menu
- Add “opaque water” on/off checkbox
- Fix some random minor stuff
- Turn mipmapping off (This makes far-away textures a bit noisier but better looking)
- Add Command-line signal handler for Windows (contributed by SpeedProg)
- Fix network layer segmentation fault introduced in 0.3.dev-20111021
- Fix water-glass and water-lava and lava-glass surfaces

0.3.0: (released on 2011-11-01)
- Some small fixes
0.3.dev-20111021:
- Modify dungeon masters to only try to shoot players
- Fix object duplication bug at block load/unload bug
- Improve network layer
0.3.dev-20111016:
- Locked chest (contributed)
- Server user limit setting (max_users)
- Wielded tool is shown in HUD (contributed)
- View bobbing (contributed)
- Saplings that drop from leaf blocks and when placed on ground will grow to trees (contributed)
- Optimized map saving (does not re-save everything all the time)
- New mob system and new mob: dungeon master
- Death/respawn screen

0.2.20110922_3:
- Fix the build for MSVC2010; also released for windows using MSVC2010.

0.2.20110922_1:
- Make client report a newer version number to the server than 2011-07-31 does and make server disallow old clients

0.2.20110922:
- Map is saved in an SQLite database file (by Queatz)
- Ladders (MarkTraceur)
- Lava
- Apple trees (sfan5)
- Slightly better looking inventory with transparency
- /me chat command (Oblomov)
- Using chosen map seed possible through fixed_map_seed configuration option (kahrl)
- Fix the long-existed PeerNotFound loop bug
- Some translations and localization-related fixes
- Lots of small fixes

2011-07-31_3:
- Fixes a bug that made the server to deny non-empty passwords from players connecting the first time

2011-07-31_2:
- Fixes a bug that caused the server to always read an empty password from the client when a client connected.

2011-07-31:
- A number of small fixes, build system stuff and such (refer to version control log)
- Map generator no longer crashes at generation limit
- Fixed mapgen producing lots of cut-down trees
- Some minor tweaks in map generator (some contributed)
- Volumetric clouds (contributed)
- Icon added (graphic contributed)
- Key configuration menu (contributed)
- Decorative blocks and items: bookshelf, sandstone, cactus, clay, brick, papyrus, rail, paper, book (contributed)
- Jungles!
- Hotbar is a bit smaller
- Health is now enabled by default; You can now eat cooked rats to heal yourself.
- Finally added sword textures, altough sword is still of no use
- Creative mode now preserves normal mode inventory

2011-07-04:
- Many small fixes
- Code reorganizing to aid further development
- Renewed map generator

2011-06-02:
- Password crash on windows fixed
- Optimized server CPU usage a lot
- Furnaces now work also while players are not near to them

2011-05-29:
- Optimized smooth lighting
- A number of small fixes
- Added clouds and simple skyboxes
- The glass block added
- Added key configuration to config file
- Player privileges on server
- Slightly updated map format
- Player passwords
- All textures first searched from texture_path
- Map directory ("map") has been renamed to "world" (just rename it to load an old world)
- Mouse inversion (invert_mouse)
- Grass doesn't grow immediately anymore
- Fence added

2011-04-24:
- Smooth lighting with simple ambient occlusion
- Updated main menu

2011-04-23_0_test:
- Small bug fixes
- Item drop multiplication fixed
- HP added
- Added A simple monster which spawns to dark places at map generation time
- Some code refactoring and cleaning (possibly new bugs)

2011-04-11:
- Fixed crafting a bit

2011-04-10_0:
- Asynchronous map generation
- New object system

2011-04-06:
- Mesh update of node addition/removal is now done asynchronously on client, removing frametime spike
- Node addition/removal is sent directly only to clients that are closer than 100 nodes to the modification. For the others, the modified blocks are set unsent. (and are re-sent when applicable)

2011-04-05:
- Made furnace usable
- Added cobblestone
- Added wood, stone and steel tools: pickaxes, shovels and axes
- Incremented to version 0.0.2

2011-04-04:
- Cleaned client to be completely synchronous, except for the mesh calculation, which is now done with queues in a separate thread.
- Added node metadata support
- Added chests

2011-02-17:
- Added better handling of textures. Now many file extensions are searched. Also too large textures are not put on the texture atlas, and the construction of the texture atlas is stopped when it is full.

2011-02-16:
- Better handling of Ctrl-C on POSIX systems

2011-02-15:
- Fixed a problem of not saving and loading the "lighting expired" value of MapBlocks properly. This caused high server CPU usage.
- Ctrl-C handling on POSIX systems
- Added simple command support to server
- Added settings enable_texture_atlas and texture_path

2011-02-14:
- Created changelog.txt
- Added sneaking/crouching
- Modified the looks of the hotbar and cleaned code
- Added code to allow generating 3D cube images for inventory

an> This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef INVENTORY_HEADER #define INVENTORY_HEADER #include "debug.h" #include "itemdef.h" #include "irrlichttypes.h" #include <istream> #include <ostream> #include <string> #include <vector> struct ToolCapabilities; struct ItemStack { ItemStack(): name(""), count(0), wear(0), metadata("") {} ItemStack(std::string name_, u16 count_, u16 wear, std::string metadata_, IItemDefManager *itemdef); ~ItemStack() {} // Serialization void serialize(std::ostream &os) const; // Deserialization. Pass itemdef unless you don't want aliases resolved. void deSerialize(std::istream &is, IItemDefManager *itemdef = NULL); void deSerialize(const std::string &s, IItemDefManager *itemdef = NULL); // Returns the string used for inventory std::string getItemString() const; /* Quantity methods */ bool empty() const { return count == 0; } void clear() { name = ""; count = 0; wear = 0; metadata = ""; } void add(u16 n) { count += n; } void remove(u16 n) { assert(count >= n); // Pre-condition count -= n; if(count == 0) clear(); // reset name, wear and metadata too } // Maximum size of a stack u16 getStackMax(IItemDefManager *itemdef) const { s16 max = itemdef->get(name).stack_max; return (max >= 0) ? max : 0; } // Number of items that can be added to this stack u16 freeSpace(IItemDefManager *itemdef) const { u16 max = getStackMax(itemdef); if(count > max) return 0; return max - count; } // Returns false if item is not known and cannot be used bool isKnown(IItemDefManager *itemdef) const { return itemdef->isKnown(name); } // Returns a pointer to the item definition struct, // or a fallback one (name="unknown") if the item is unknown. const ItemDefinition& getDefinition( IItemDefManager *itemdef) const { return itemdef->get(name); } // Get tool digging properties, or those of the hand if not a tool const ToolCapabilities& getToolCapabilities( IItemDefManager *itemdef) const { ToolCapabilities *cap; cap = itemdef->get(name).tool_capabilities; if(cap == NULL) cap = itemdef->get("").tool_capabilities; assert(cap != NULL); return *cap; } // Wear out (only tools) // Returns true if the item is (was) a tool bool addWear(s32 amount, IItemDefManager *itemdef) { if(getDefinition(itemdef).type == ITEM_TOOL) { if(amount > 65535 - wear) clear(); else if(amount < -wear) wear = 0; else wear += amount; return true; } else { return false; } } // If possible, adds newitem to this item. // If cannot be added at all, returns the item back. // If can be added partly, decremented item is returned back. // If can be added fully, empty item is returned. ItemStack addItem(const ItemStack &newitem, IItemDefManager *itemdef); // Checks whether newitem could be added. // If restitem is non-NULL, it receives the part of newitem that // would be left over after adding. bool itemFits(const ItemStack &newitem, ItemStack *restitem, // may be NULL IItemDefManager *itemdef) const; // Takes some items. // If there are not enough, takes as many as it can. // Returns empty item if couldn't take any. ItemStack takeItem(u32 takecount); // Similar to takeItem, but keeps this ItemStack intact. ItemStack peekItem(u32 peekcount) const; /* Properties */ std::string name; u16 count; u16 wear; std::string metadata; }; class InventoryList { public: InventoryList(std::string name, u32 size, IItemDefManager *itemdef); ~InventoryList(); void clearItems(); void setSize(u32 newsize); void setWidth(u32 newWidth); void setName(const std::string &name); void serialize(std::ostream &os) const; void deSerialize(std::istream &is); InventoryList(const InventoryList &other); InventoryList & operator = (const InventoryList &other); bool operator == (const InventoryList &other) const; bool operator != (const InventoryList &other) const { return !(*this == other); } const std::string &getName() const; u32 getSize() const; u32 getWidth() const; // Count used slots u32 getUsedSlots() const; u32 getFreeSlots() const; // Get reference to item const ItemStack& getItem(u32 i) const; ItemStack& getItem(u32 i); // Returns old item. Parameter can be an empty item. ItemStack changeItem(u32 i, const ItemStack &newitem); // Delete item void deleteItem(u32 i); // Adds an item to a suitable place. Returns leftover item (possibly empty). ItemStack addItem(const ItemStack &newitem); // If possible, adds item to given slot. // If cannot be added at all, returns the item back. // If can be added partly, decremented item is returned back. // If can be added fully, empty item is returned. ItemStack addItem(u32 i, const ItemStack &newitem); // Checks whether the item could be added to the given slot // If restitem is non-NULL, it receives the part of newitem that // would be left over after adding. bool itemFits(const u32 i, const ItemStack &newitem, ItemStack *restitem = NULL) const; // Checks whether there is room for a given item bool roomForItem(const ItemStack &item) const; // Checks whether the given count of the given item name // exists in this inventory list. bool containsItem(const ItemStack &item) const; // Removes the given count of the given item name from // this inventory list. Walks the list in reverse order. // If not as many items exist as requested, removes as // many as possible. // Returns the items that were actually removed. ItemStack removeItem(const ItemStack &item); // Takes some items from a slot. // If there are not enough, takes as many as it can. // Returns empty item if couldn't take any. ItemStack takeItem(u32 i, u32 takecount); // Similar to takeItem, but keeps the slot intact. ItemStack peekItem(u32 i, u32 peekcount) const; // Move an item to a different list (or a different stack in the same list) // count is the maximum number of items to move (0 for everything) // returns number of moved items u32 moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count = 0, bool swap_if_needed = true, bool *did_swap = NULL); // like moveItem, but without a fixed destination index // also with optional rollback recording void moveItemSomewhere(u32 i, InventoryList *dest, u32 count); private: std::vector<ItemStack> m_items; u32 m_size, m_width; std::string m_name; IItemDefManager *m_itemdef; }; class Inventory {