nerzhul [Mon, 13 Mar 2017 14:55:30 +0000 (15:55 +0100)]
[CSM] Add enable_client_modding param (default: false)
red-001 [Sun, 29 Jan 2017 18:28:38 +0000 (18:28 +0000)]
[CSM] Add `on_punchnode` callback
red-001 [Mon, 30 Jan 2017 19:10:37 +0000 (19:10 +0000)]
[CSM] Add `get_node` and `get_node_or_nil`
red-001 [Sun, 29 Jan 2017 17:43:44 +0000 (17:43 +0000)]
[CSM] Add `on_dignode` callback (#5140)
Loic Blot [Sat, 28 Jan 2017 17:31:23 +0000 (18:31 +0100)]
[CSM] storage + fixes
red-001 [Sat, 28 Jan 2017 16:24:25 +0000 (16:24 +0000)]
[CSM] Improve security for client-sided mods (#5100)
Loïc Blot [Fri, 27 Jan 2017 06:41:10 +0000 (07:41 +0100)]
[CSM] implement client side mod loading (#5123)
* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
red-001 [Tue, 24 Jan 2017 16:26:15 +0000 (16:26 +0000)]
[CSM] Add local formspecs. (#5094)
Loïc Blot [Sun, 22 Jan 2017 10:17:41 +0000 (11:17 +0100)]
[CSM] sound_play & sound_stop support + client_lua_api doc (#5096)
* squashed: CSM: Implement register_globalstep
* Re-use fatal error mechanism from server to disconnect client on CSM error
* Little client functions cleanups
* squashed: CSM: add core.after function
* core.after is shared code between client & server
* ModApiUtil get_us_time feature enabled for client
red-001 [Sun, 22 Jan 2017 08:05:09 +0000 (08:05 +0000)]
[CSM] Add client-sided chat commands (#5092)
Loïc Blot [Sat, 21 Jan 2017 23:20:55 +0000 (00:20 +0100)]
[CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)
* Add on_death callback
* Add on_hp_modification & on_damage_taken callbacks
* move preview code to preview.lua
red-001 [Sat, 21 Jan 2017 21:44:37 +0000 (21:44 +0000)]
[CSM] Add method that display chat to client-sided lua. (#5089) (#5091)
* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
Loic Blot [Sat, 21 Jan 2017 14:02:08 +0000 (15:02 +0100)]
[CSM] Client side modding
* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
kilbith [Mon, 13 Mar 2017 07:07:14 +0000 (08:07 +0100)]
GUI: Allow texture packs to customize the progress bar (#5368)
Vladislav Tsendrovskii [Fri, 17 Feb 2017 01:48:48 +0000 (04:48 +0300)]
Save metainfo for falling nodes
Lars Hofhansl [Fri, 3 Mar 2017 20:40:50 +0000 (12:40 -0800)]
Enable server side occlusion culling by default.
Lars Hofhansl [Tue, 28 Feb 2017 07:06:15 +0000 (23:06 -0800)]
Allow server side occlusion culling.
Auke Kok [Sat, 11 Mar 2017 07:37:30 +0000 (23:37 -0800)]
Do not increase breath if at full breath.
Prevents the server from sending TOCLIENT_BREATH packets
every 0.5seconds, if there is no reason to.
sfan5 [Sat, 11 Mar 2017 20:39:32 +0000 (21:39 +0100)]
database-redis: Support password authentication
paramat [Mon, 6 Mar 2017 08:35:13 +0000 (08:35 +0000)]
Climb speed: Increase default setting from 2 to 3
number Zero [Thu, 23 Feb 2017 13:04:39 +0000 (16:04 +0300)]
Minimap: Optimise
Dániel Juhász [Sat, 10 Dec 2016 18:02:44 +0000 (19:02 +0100)]
Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
tenplus1 [Thu, 23 Feb 2017 19:03:18 +0000 (20:03 +0100)]
Optimize item.lua
Replace slow ItemStack get_definitions with registered_nodes one's and cached playername as it's used multiple times. Also removed local item = itemstack:peek_item() as it is never used.
kilbith [Fri, 10 Mar 2017 12:26:24 +0000 (13:26 +0100)]
GUI: Convert loading screen's progress bar to image (#5362)
Loïc Blot [Mon, 6 Mar 2017 19:34:02 +0000 (20:34 +0100)]
CI: Add memleak checking using valgrind (#5350)
Add a new step to check memleaks on our current unit tests suite
Juhani Numminen [Tue, 17 Jan 2017 15:26:21 +0000 (17:26 +0200)]
Update .appdata and .desktop files
paramat [Sat, 4 Mar 2017 05:10:10 +0000 (05:10 +0000)]
Dungeons: Use 'block' instead of 'brick' for nodebox stairs
Affects only sandstone dungeons. Nodebox stairs made from
'sandstone_block' look better because every step is undivided.
Auke Kok [Sat, 18 Feb 2017 19:40:37 +0000 (11:40 -0800)]
Font: attempt fallback font, abort if no fonts found.
If you happen to have a font_path setting that is incorrect,
minetest will just attempt to start the gui without a valid
font which leads to a segfault later on.
We can attempt to load the fallback font path fairly easy,
but if that fails we should give up with a proper error message
and not a weird segfault later. This forces an abort() if
the fallback fails as well, and prints a useful error
message to the console.
Fixer [Thu, 16 Feb 2017 21:11:08 +0000 (23:11 +0200)]
README.txt: Clarify loading of minetest.conf
zaoqi [Sat, 4 Mar 2017 17:36:37 +0000 (01:36 +0800)]
Add minetest.spawn_falling_node(pos) (#5339)
* Add minetest.spawn_falling_node(pos)
* lua_api.txt: Add minetest.spawn_falling_node(pos)
* Update minetest.spawn_falling_node(pos)
adelcoding1 [Sat, 4 Mar 2017 09:46:55 +0000 (10:46 +0100)]
FormSpec: Add position and anchor elements (#5284)
Bond-009 [Mon, 27 Feb 2017 12:22:49 +0000 (13:22 +0100)]
Fixed spelling mistakes (#5312)
paramat [Tue, 21 Feb 2017 01:56:34 +0000 (01:56 +0000)]
Dungeongen: Add and improve parameters
Add:
Bool for 'only_in_ground'.
Min and max corridor length.
Min and max room size with X, Y, Z components.
Min and max large room size with X, Y, Z components.
'only_in_ground = false' allows core mapgens to create structures
in air and water using dungeongen.
Corridor length parameters replace a fixed random range.
Room size parameters replace the former system where one parameter
'roomsize' was added to fixed random ranges.
All parameters are set for no change to current dungeon behaviour.
Remove some now-redundant and long-unused code.
red-001 [Sat, 25 Feb 2017 08:28:25 +0000 (08:28 +0000)]
Fix crash that can be caused by the shutdown command. (#5292)
rubenwardy [Sun, 19 Feb 2017 20:57:46 +0000 (20:57 +0000)]
Fix wrong meta key in item meta on ItemStack construction
red-001 [Sun, 19 Feb 2017 16:11:53 +0000 (16:11 +0000)]
Fix the documentation for `minetest.is_yes` (#5276)
Dániel Juhász [Sat, 18 Feb 2017 19:26:19 +0000 (20:26 +0100)]
Fixes for colorwallmounted and colorfacedir nodes
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
paramat [Fri, 17 Feb 2017 15:50:51 +0000 (15:50 +0000)]
Voxelmanip: Do not emerge or blit to blocks over map gen limit
Placing a structure that extends into mapblocks that extend past
map_gen_limit causes a crash. For example a sapling growing at the
world edge which adds leaves beyond the edge, or placing a structure
using the lua voxelmanip, or placing a schematic or l-system tree.
Do not run the 'load_if_inexistent' block of code if the mapblock
is over limit, this also marks the mapblock with the flag
VMANIP_BLOCK_DATA_INEXIST which later prevents blitting back those
mapblocks.
This fix therefore uses existing functionality by having the same
effect as the 'load_if_inexistent' bool being false.
kilbith [Fri, 17 Feb 2017 04:14:49 +0000 (20:14 -0800)]
Multiplayer menu: fix attempt to open nonexistant image
Since local servers and local favorites have no ping value (these
are only provided by the server) we shouldn't load a broken
image filename.
Fixes #5238
tenplus1 [Fri, 10 Feb 2017 17:40:57 +0000 (17:40 +0000)]
Statbars.lua: Cache enable_damage setting
red-001 [Sat, 18 Feb 2017 14:36:29 +0000 (14:36 +0000)]
Fix not being able to damage players in minimal (#5266)
red-001 [Sat, 18 Feb 2017 14:24:49 +0000 (14:24 +0000)]
Use the `ARRLEN` macro in more places and remove an unused macro. (#5260)
red-001 [Sat, 18 Feb 2017 11:16:11 +0000 (11:16 +0000)]
Add support for the new arguments of `request_shutdown` to the `/shutdown` chatcommand. (#5252)
Auke Kok [Tue, 14 Feb 2017 23:01:25 +0000 (15:01 -0800)]
Revert part of
eb49009d023e6e3b5d59a97b8fb5fed5eee83296 (#5230)
This reverts the removal of Droid Sans as fallback font. The
license for this font used to be GPL2. I've updated the font
files to Liberation 2.00, which are SIL, and do not require
us to ship source code.
I've attempted to fix all the attribution and license strings,
and used the strings as provided by redhat for attribution
to make sure they're correct.
Last, I've removed a bunch of executable bits on files that do
not need them.
Fixes #5231
paramat [Wed, 15 Feb 2017 00:14:11 +0000 (00:14 +0000)]
Cavegen: Place correct biome surface in tunnel entrances
Previously in tunnel entrance floors only a single biome 'top' node was
placed and 'filler' nodes were missing.
Place 'top' and 'filler' nodes in tunnel entrance floors with depths
defined by the biome.
In tunnel entrances under rivers 'riverbed' nodes are placed to the
biome-defined depth.
paramat [Mon, 13 Feb 2017 04:37:25 +0000 (04:37 +0000)]
Objectpos over limit: Avoid crash caused by sector over limit
Reduce the object limit by mapblock size, to avoid objects being
added just inside the map generation limit but in a block and sector
that extend beyond the map generation limit.
Change notification of 'objectpos over limit' from red in-chat ERROR
to in-terminal only WARNING, since this will happen often using mob
mods near the world's edge.
red-001 [Wed, 15 Feb 2017 19:14:31 +0000 (19:14 +0000)]
Fix a small regression caused by
e2ad76f.
sfan5 [Wed, 15 Feb 2017 16:36:47 +0000 (17:36 +0100)]
Fix >5 year old PlayerSAO deletion bug
force_delete=true is usually set at shutdown in order to
also remove PlayerSAOs, however when too many objects
per block are detected force_delete is also set to true.
This was intended only for the current loop iteration but
obviously persisted to the next iterations thereby
deleting all other remaining SAOs.
Auke Kok [Tue, 14 Feb 2017 09:08:17 +0000 (01:08 -0800)]
FreeType: address font license issues (#5230)
It appears we were shipping font files without license text, and I
had my doubts about the bitmap fonts being usable directly.
This replaces existing TTF fonts with Apache-2.0 licensed fonts from
chome core (Cousine, Arimo, Tinos). Include the full license file
for all three fonts.
The Lucida Sans font bitmap is removed entirely for non-freetype
builds. There is therefore only mono fonts for non-freetype builds.
Dániel Juhász [Thu, 27 Oct 2016 21:25:44 +0000 (23:25 +0200)]
Lighting: Update lighting at block loading
This commit updates mapblocks' light if necessary when they are loaded.
This removes ghost lighting.
Hybrid Dog [Sat, 11 Feb 2017 10:39:41 +0000 (11:39 +0100)]
Mainmenu: Brighter text colours for readability
paramat [Thu, 9 Feb 2017 21:12:53 +0000 (21:12 +0000)]
Footsteps: Fix offset footstep and shallow water sound bugs
Fix footstep sounds coming from nodes to either side when walking on a
1 node wide row of nodebox slabs such as default:snow.
Fix sand footsteps when swimming in 1 node deep water.
Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()'
to avoid using a horizontally-offset 'sneak node' for sounds.
Sound is selected from the node BS * 0.05 below the player's feet, so
that 1/16th slabs will play the slab sound but 1/32nd slabs will not.
If the player is not 'touching ground' the node detection position is
changed to BS * 0.5 below to preserve footstep sounds when landing after
a jump or fall.
paramat [Fri, 10 Feb 2017 17:15:22 +0000 (17:15 +0000)]
Plantlike: Fix visual_scale being applied squared
This re-applies 2 commits that were reverted.
Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.
Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
Send sqrt(visual_scale) to old clients.
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
rubenwardy [Tue, 27 Dec 2016 23:26:36 +0000 (23:26 +0000)]
Use tree to list mods rather than textlist
Craig Robbins [Fri, 10 Feb 2017 12:21:49 +0000 (22:21 +1000)]
Revert "Plantlike: Fix visual_scale being applied squared (#5115)"
This reverts commit
953cbb3b15997a0e7c7c32af2365cb5046a9e476.
Craig Robbins [Fri, 10 Feb 2017 12:21:23 +0000 (22:21 +1000)]
Revert "Plantlike visual scale: Send sqrt(visual_scale) to old clients"
This reverts commit
cdc538e0a242167cd7031d40670d2d4464b87f2c.
Wuzzy [Fri, 10 Feb 2017 07:19:31 +0000 (08:19 +0100)]
Add textures for air and ignore items (#5196)
rubenwardy [Fri, 10 Feb 2017 06:59:38 +0000 (06:59 +0000)]
Correct lua_api.txt docs related to meta (#5198)
Auke Kok [Thu, 9 Feb 2017 07:00:37 +0000 (23:00 -0800)]
Change default nodetimer_interval to 0.2s. (#5193)
We want to reduce the chance that we get lots and lots of node
timers all happening once a second, because we're better off doing
small bits of work as they are available.
Reducing this to 0.2 seconds will greatly reduce the total amount
of nodetimers that elapse at the same instance, while not effecting
total work load. This results in a far better chance of the server
keeping up with work loads.
Lars Hofhansl [Sun, 5 Feb 2017 00:35:54 +0000 (16:35 -0800)]
Perform mesh animation only once per frame.
paramat [Tue, 24 Jan 2017 10:16:56 +0000 (10:16 +0000)]
OpenAL sound: Use a simpler distance model
In createPlayingSoundAt(), AL_ROLLOFF_FACTOR is not set, so it has
the default value of 1.0, this makes the equation of the currently
used AL_EXPONENT_DISTANCE distance model identical to the equation
of the simpler AL_INVERSE_DISTANCE distance model.
Using AL_INVERSE_DISTANCE means an exponent is not processed,
exponents are quite intensive to process.
There is no change in sound attenuation behaviour.
The commented-out AL_ROLLOFF_FACTOR value is removed as it would
now have a different effect if used.
red-001 [Sat, 21 Jan 2017 10:44:24 +0000 (10:44 +0000)]
No longer auto-generate a 'guest####' player name when name is empty
You can't join most servers with a 'guest####' player name anyway so
it's only logical to remove them.
Loic Blot [Wed, 8 Feb 2017 06:47:56 +0000 (07:47 +0100)]
Fix android build
This fixes #5190
Loïc Blot [Tue, 7 Feb 2017 23:15:55 +0000 (00:15 +0100)]
Add ModMetadata API (#5131)
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata
rubenwardy [Sun, 5 Feb 2017 18:15:46 +0000 (18:15 +0000)]
Fix incompatibility of ItemStack.to_table() introduced by stack meta
paramat [Mon, 6 Feb 2017 21:48:54 +0000 (21:48 +0000)]
Face shading: Add shade factor comments
Travis Burtrum [Mon, 6 Feb 2017 18:10:03 +0000 (13:10 -0500)]
Add support for unix socket connection to redis (#5179)
Auke Kok [Mon, 6 Feb 2017 07:59:18 +0000 (23:59 -0800)]
Prevent SIGFPE on entity tile loading issue. (#5178)
While experimenting with entities I ran into this unresolvable
error where the server is sending some texture that the client
crashes on. The crash prevents the client from ever reconnecting,
resulting in a server that has to use clearobjects.
We shouldn't crash but just ignore the object and move on.
```
0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
1744 u32 xscale = scaleto / dim.Width;
(gdb) bt
#0 0x00000000004dc0de in TextureSource::generateImagePart (this=this@entry=0x7118eb0, part_of_name="[applyfiltersformesh",
baseimg=@0x7fffffffbe98: 0x9f1b010) at /home/sofar/git/minetest/src/client/tile.cpp:1744
```
After reconnecting, the client now can connect without issues
and displays an error message:
```
ERROR[Main]: generateImagePart(): Illegal 0 dimension for part_of_name="[applyfiltersformesh", cancelling.
ERROR[Main]: generateImage(): Failed to generate "[applyfiltersformesh"
ERROR[Main]: Irrlicht: Invalid size of image for OpenGL Texture.
```
numberZero [Sun, 5 Feb 2017 09:27:58 +0000 (13:27 +0400)]
Improve mesh shading (#5172)
rubenwardy [Fri, 3 Feb 2017 22:28:09 +0000 (22:28 +0000)]
Add per-stack descriptions using ItemStack Metadata
rubenwardy [Tue, 31 Jan 2017 19:49:01 +0000 (19:49 +0000)]
Add ItemStack key-value meta storage
rubenwardy [Tue, 31 Jan 2017 16:43:45 +0000 (16:43 +0000)]
Derive NodeMetaRef from MetaDataRef
rubenwardy [Tue, 31 Jan 2017 16:18:45 +0000 (16:18 +0000)]
Make NodeMetaRef::getmeta a non-static member
rubenwardy [Tue, 31 Jan 2017 14:45:28 +0000 (14:45 +0000)]
Derive NodeMetadata from Metadata
sfan5 [Sat, 4 Feb 2017 12:31:21 +0000 (13:31 +0100)]
paramat [Sat, 4 Feb 2017 06:03:04 +0000 (06:03 +0000)]
Mgv6: Add fallback node for gravel
Gravel now falls back to stone.
Gravel is not a particularly fundamental node, allowing it to fall back
to stone frees up subgames from having to include a gravel node.
Non-blob-ore gravel is only present in mgv6 as extremely rare 'gravel
biomes'.
paramat [Sat, 4 Feb 2017 04:28:02 +0000 (04:28 +0000)]
Mgv6: Add stairs to desert stone dungeons
As with the other mapgens, now that wide stairs in dungeons are
possible we can now finally add stairs to desert stone dungeons.
Re-order some lines.
paramat [Sat, 4 Feb 2017 04:04:03 +0000 (04:04 +0000)]
MapgenBasic node resolver: Various fixes
Add a fallback node for stair_desert_stone to avoid ignore placed
in Minimal subgame desert dungeons.
Don't allow river_water_source to fallback to water_source as river
water needs to be non-renewable and have a short flow range.
Make stair_sandstonebrick fall back to sandstonebrick instead of
sandstone.
Re-order some lines.
Add a comment.
kilbith [Fri, 3 Feb 2017 13:53:43 +0000 (14:53 +0100)]
Serverlist: Add ping indicators (#5164)
Duane Robertson [Tue, 31 Jan 2017 04:37:04 +0000 (22:37 -0600)]
Tell on_punch to expect a return value
The return value should be interpreted as a boolean saying whether
the lua on_punch function handled damage or the system needs to.
paramat [Mon, 30 Jan 2017 18:06:17 +0000 (18:06 +0000)]
Mgvalleys: Fix missing decorations and incorrect function order
Fix missing decorations at horizontal chunk borders by adding
'updateHeightmap()' after terrain generation.
Swap order of 'calculateNoise' and 'calcBiomeNoise' because
'calculateNoise' modifies the heat and humidity maps created in
'calcBiomeNoise'.
Remove confusing comment, code block is not just for mods and
seems essential for correct mapgen behaviour.
Ekdohibs [Mon, 30 Jan 2017 06:58:43 +0000 (07:58 +0100)]
Fix anticheat resetting client position after the client is teleported
Previously, m_move_pool could accomodate the client moving from the new
position to the old one, and the server accepted the client to go back
to its old position. However, it couldn't then accomodate the client
moving from its old to its new position, and therefore would reset position
to the old position. Thus, by emptying m_move_pool after a teleport, the
server no longer accepts the client to go back to its old position. A
drawback is however that a laggy client *will* trigger a few
"moved_too_fast" anticheats before being told about its new position.
Don't report player cheated if caused by lag.
Fixes #5118
Nathanaël Courant [Tue, 31 Jan 2017 23:02:30 +0000 (00:02 +0100)]
Make facedir_to_dir and wallmounted_to_dir work with coloured nodes as well. (#5153)
numberZero [Tue, 31 Jan 2017 07:42:39 +0000 (11:42 +0400)]
Fix fog weirdness (#5146)
paramat [Sun, 29 Jan 2017 06:29:40 +0000 (06:29 +0000)]
Plantlike visual scale: Send sqrt(visual_scale) to old clients
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
sapier [Sat, 14 Jan 2017 22:16:58 +0000 (23:16 +0100)]
Add multiply texture modifier
Allows colorizing of textures using a color multiplication method.
Dániel Juhász [Mon, 30 Jan 2017 07:18:18 +0000 (08:18 +0100)]
Use fabs() instead of abs() (#5141)
Dániel Juhász [Mon, 30 Jan 2017 01:47:36 +0000 (02:47 +0100)]
Re-add halo highlight (#5130)
Due to a rebase mistake halo highlighting was disabled. This commit
re-adds that feature.
Ezhh [Sun, 29 Jan 2017 16:10:17 +0000 (16:10 +0000)]
Add console height setting (#5136)
Zeno- [Sun, 29 Jan 2017 09:26:00 +0000 (19:26 +1000)]
Rename height to scale for openConsole() (#5139)
For Game::openConsole() and GUIChatConsole::openConsole() the
parameter name 'height' is misleading because it's actually a
percentage of the screen/window height.
ShadowNinja [Sat, 28 Jan 2017 22:23:30 +0000 (17:23 -0500)]
Fix AIX threading build
ShadowNinja [Sat, 28 Jan 2017 22:02:43 +0000 (17:02 -0500)]
Fix synchronization issue at thread start
If a newly spawned thread called getThreadId or getThreadHandle before
the spawning thread finished saving the thread handle, then the
handle/id would be used uninitialized. This would cause the threading
tests to fail since isCurrentThread would return false, and if Minetest
is built with C++11 support the std::thread object pointer would be
dereferenced while ininitialized, causing a segmentation fault.
This fixes the issue by using a mutex to force the spawned thread to
wait for the spawning thread to finish initializing the thread object.
An alternative way to handle this would be to also set the thread
handle/id in the started thread but this wouldn't work for C++11
builds because there's no way to get the partially constructed object.
SmallJoker [Mon, 2 Jan 2017 14:17:28 +0000 (15:17 +0100)]
from_table: Fix crash for missing inventory or field
sapier [Sat, 21 Jan 2017 14:58:07 +0000 (15:58 +0100)]
Make entity on_punch have same signature and behaviour as player on_punch
Paramat [Sat, 28 Jan 2017 10:07:35 +0000 (10:07 +0000)]
Plantlike: Fix visual_scale being applied squared (#5115)
Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.
Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
Loïc Blot [Fri, 27 Jan 2017 07:59:30 +0000 (08:59 +0100)]
Implement player attribute backend (#4155)
* This backend permit mods to store extra players attributes to a common interface.
* Add the obj:set_attribute(attr, value) Lua call
* Add the obj:get_attribute(attr) Lua call
Examples:
* player:set_attribute("home:home", "10,25,-78")
* player:get_attribute("default:mana")
Attributes are saved as a json in the player file in extended_attributes
key
They are saved only if a modification on the attributes occurs and loaded
when emergePlayer is called (they are attached to PlayerSAO).
paramat [Thu, 26 Jan 2017 15:38:18 +0000 (15:38 +0000)]
Dungeongen: Fix selection of diagonal corridors
The do .. while loop is waiting for both dir.X and dir.Z to be non-zero,
so should continue to loop if either dir.X or dir.Z are zero. The brackets
present suggest this was intended to be OR not AND.
paramat [Mon, 23 Jan 2017 08:07:34 +0000 (08:07 +0000)]
Dungeons: Add nodebox stairs to desert and sandstone dungeons
Desert and sandstone dungeons have 2 node wide corridors. Previously,
nodebox stairs were disabled because dungeon generation code did not
support nodebox stairs wider than 1 node, now it does.
Add 'stair desert stone' content id to MappgenBasic.
Requires 'mapgen stair desert stone' to be added to Minetest Game.
Dániel Juhász [Thu, 26 Jan 2017 15:10:56 +0000 (16:10 +0100)]
Fix after hardware node coloring (#5114)
paramat [Wed, 25 Jan 2017 15:23:29 +0000 (15:23 +0000)]
Dungeongen: Fix out-of-voxelmanip access segfault
My recent dungeon commit allowed stairs to be placed across the full
width of corridors, but some of the new node positions accessed were
missing checks for being within the voxelmanip, causing occasional
segfaults near dungeons with corridors wider than 1 node.
Add 'vm->m_area.contains(pos)' checks just before stair position
voxelmanip access. This allows an earlier check to be removed as it
is now redundant.