Zeno- [Tue, 8 Aug 2017 14:11:41 +0000 (00:11 +1000)]
Update credits (#6228)
SmallJoker [Mon, 7 Aug 2017 12:53:58 +0000 (14:53 +0200)]
Singleplayer: Pause game in the key change dialog
Fixes #6201. @t0ny2 pointed to the right place. Thanks!
JRottm [Sat, 5 Aug 2017 19:08:21 +0000 (21:08 +0200)]
Start off newly generated worlds early at sunrise, 5:15am (#6211)
Gives starting singleplayer games this subtle "dawn of a new world" feel.
I would have set it even earlier (up to 4:45am), but I was worried that in
some pre-existing games the player could be overwhelmed by hostile
mobs right at the start, seriously changing gameplay.
It's just the default, individual games should be able to override it, and
for public servers it's irrelevant anyway, because only the first player to
set foot in the world will notice, and that's usually the server admin.
Jens Rottmann [Fri, 4 Aug 2017 23:42:39 +0000 (01:42 +0200)]
Add tiny Y offset in collisionMoveSimple() to tweak performance
Another small general problem: the player is always standing exactly on the
bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2.
floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1),
which means they behave differently depending on where you are: they round
upwards above sea level and downwards when underground. This inconsistency
comes from the way the coordinates are calculated, independent of the
specific C++ code.
The result is a tiny bit of lost performance when moving underground,
because 1 node level more than necessary is checked for collisions. This can
be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested.
This is not an elegant solution, but still better than wasting CPU.
Jens Rottmann [Fri, 4 Aug 2017 19:48:32 +0000 (21:48 +0200)]
Fix player coordinate rounding in collisionMoveSimple() (#6197)
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:
Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.
Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.
Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
Thomas--S [Thu, 13 Apr 2017 13:45:12 +0000 (15:45 +0200)]
Sort box corners correctly
Wuzzy [Tue, 1 Aug 2017 02:05:06 +0000 (04:05 +0200)]
Update minetest.conf.example for keymap_slot*
Juozas Pocius [Wed, 2 Aug 2017 13:40:38 +0000 (16:40 +0300)]
Fix crash when using --go in command line
paramat [Fri, 28 Jul 2017 02:31:11 +0000 (03:31 +0100)]
Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
paramat [Wed, 26 Jul 2017 18:46:29 +0000 (19:46 +0100)]
GenericCAO: Fix dark model below y = 0
Move point at which light is sampled up to 0.5 nodes above foot level,
to avoid that point sometimes passing into the node below causing the
model to go dark.
Lars Hofhansl [Sat, 22 Jul 2017 19:44:15 +0000 (12:44 -0700)]
Darkness detection: Reduce chance of false positives darkening the skybox
The getBackgroundBrightness() function detects darkness in the view direction
to decide when to make the skybox dark. The volume checked was too narrow and
missed the left and right edges of the view, too easily causing a dark skybox.
Widen the checked volume to match a FOV of 72 degrees and a 16:9 aspect ratio
game window.
Wuzzy [Sun, 18 Dec 2016 22:34:52 +0000 (23:34 +0100)]
Make direct item selection keys freely bindable
TeTpaAka [Sat, 29 Jul 2017 17:24:10 +0000 (19:24 +0200)]
Move the nametag back to the top of the player (#6179)
read the actual height of the collisionbox
SmallJoker [Sat, 29 Jul 2017 17:01:14 +0000 (19:01 +0200)]
Noise: Prevent unittest crash caused by division by zero
Loïc Blot [Thu, 27 Jul 2017 15:12:18 +0000 (17:12 +0200)]
Revert "Noise::perlinMap2D,3D: replace a loop init with a single memset call"
This reverts commit
bc1654feedc90caa8c26328ca6f0fc59fbe5b76c.
Loïc Blot [Thu, 27 Jul 2017 14:55:32 +0000 (16:55 +0200)]
Loïc Blot [Thu, 27 Jul 2017 09:32:35 +0000 (11:32 +0200)]
Add LuaEntity on_death callback (#6177)
Add LuaEntity on_death callback
This fixes #5474
Loic Blot [Thu, 27 Jul 2017 05:36:46 +0000 (07:36 +0200)]
Rename previous_was_found to previous_exists
Loic Blot [Wed, 26 Jul 2017 21:50:53 +0000 (23:50 +0200)]
MapBlock::actuallyUpdateDayNightDiff(): little performance optimization
don't check isLightDayNightEq if checked on previous node
Loic Blot [Wed, 26 Jul 2017 21:37:44 +0000 (23:37 +0200)]
compressZlib: don't use a SharedBuffer but a raw u8 * pointer
Remove usage of the SharedBuffer in zlib compression which has two problems:
* We copied the whole memory block to compress it (not good with mapblocks)
* We copied sometimes strings to SharedBuffer to SharedBuffer (2nd time)
Use this method in MapNode::serializeBulk + optimize serialization but merging 3 identical loops in a single loop
Loic Blot [Wed, 26 Jul 2017 20:54:55 +0000 (22:54 +0200)]
Massive performance improvement on correctBlockNodeIds
correctBlockNodeIds does 2 lookups for each loaded node, one to translate DB ID to name and a second to translate name to real ID. Name to real ID is very consumming if done on every node. As mapblocks are in most cases composed of many identical adjacent nodes, cache previous source and destination id and use them on the next node to prevent any lookup on those maps.
This reduce the function load from 15% of my CPU usage to ~0.7%, on the test, calls was reduced from 2.5M lookups to 42k lookups, it's a huge performance gain
Loic Blot [Wed, 26 Jul 2017 22:24:14 +0000 (00:24 +0200)]
Noise::perlinMap2D,3D: replace a loop init with a single memset call
Loic Blot [Wed, 26 Jul 2017 22:16:20 +0000 (00:16 +0200)]
Remove one unused variable in Server::Receive function
Loic Blot [Wed, 26 Jul 2017 21:11:46 +0000 (23:11 +0200)]
Remove unused Map::getDayNightDiff + fix one undefined variable in mapblock.cpp
Loïc Blot [Wed, 26 Jul 2017 18:12:48 +0000 (20:12 +0200)]
TileLayer: use shared_ptr for FrameSpec vector (#6171)
* TileLayer: use shared_ptr for vector framespec
This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr)
Callgrind difference
Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png\ f
After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png
* Fix one push_back to use vector::emplace_back & optimize inclusions
Loïc Blot [Wed, 26 Jul 2017 05:35:09 +0000 (07:35 +0200)]
VoxelManip cleanups (const ref, const move) + function removal (#6169)
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance
* VoxelArea: precalculate extent (performance enhancement)
This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
paramat [Tue, 25 Jul 2017 23:13:36 +0000 (00:13 +0100)]
Create_schematic documentation: Update for per-node force-place
The probability list has to also encode per-node force-place.
paramat [Mon, 24 Jul 2017 21:50:42 +0000 (22:50 +0100)]
Mgv7: Add 'mount_zero_level' parameter
Allows setting of the mountain 'zero level' (y where density gradient is zero).
It is easy to vertically shift smooth terrain by editing noise parameter 'offset',
but vertically shifting mountain terrain was complex and imprecise, involving
making a calculation based on an average of the mountain height parameter.
Loic Blot [Tue, 25 Jul 2017 06:39:42 +0000 (08:39 +0200)]
Move MapEditEventAreaIgnorer to emerge.cpp
It's only used in emerge threads and it's a local object, don't expose it to the whole Minetest
Paramat [Tue, 25 Jul 2017 05:32:44 +0000 (06:32 +0100)]
Network protocol: Document settable player collisionbox (#6168)
Ben Deutsch [Mon, 24 Jul 2017 16:04:00 +0000 (18:04 +0200)]
Clouds API: change speed from 'y' to 'z', ColorSpecs in Lua docs (#6164)
Loic Blot [Mon, 24 Jul 2017 06:26:19 +0000 (08:26 +0200)]
LBM: use range based for and fixed a loop variable overloading in applyLBMs
paramat [Thu, 13 Jul 2017 20:03:16 +0000 (21:03 +0100)]
Mgv7: Add option to repeat surface biomes in floatlands
TeTpaAka [Fri, 29 May 2015 18:30:55 +0000 (20:30 +0200)]
Player collisionbox: Make settable
Breaks compatibility with old clients.
Lars Hofhansl [Mon, 10 Jul 2017 13:43:06 +0000 (06:43 -0700)]
In-cloud fog: Strengthen effect when small view range is used
Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when
using a small view range.
Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly
strong when using a large view range.
paramat [Mon, 17 Jul 2017 20:19:46 +0000 (21:19 +0100)]
Window size: use 1024x600 to avoid a smaller UI
The change from 800x600 to 1024x576 (16:9) was a reduction in height which caused
user interface to become smaller.
Continue to use width 1024 as it is a common small screen width.
Loïc Blot [Tue, 18 Jul 2017 19:39:55 +0000 (21:39 +0200)]
[CSM] Add flavour limits controlled by server (#5930)
* [CSM] Add flavour limits controlled by server
Server send flavour limits to client permitting to disable or limit some Lua calls
* Add limits for reading nodedefs and itemdefs
* flavour: Add lookup node limits
* Merge get_node_or_nil into get_node.
Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason
* Add node range customization when noderange flavour is enabled (default 8 nodes)
* Limit nodes range & disable chat message sending by default
* Bump protocol version
adrido [Tue, 18 Jul 2017 19:29:23 +0000 (21:29 +0200)]
Copy lua51.dll (luajit) to bindir (#6148)
Loic Blot [Tue, 18 Jul 2017 06:23:37 +0000 (08:23 +0200)]
LBM content mapping map doesn't need to be ordered, use std::unordered_map
Also rename helper to lbm_map instead of container_map
Loic Blot [Tue, 18 Jul 2017 06:18:13 +0000 (08:18 +0200)]
Very little performance fix on correctBlockNodeIds
+ C++11 codestyle
paramat [Mon, 17 Jul 2017 16:27:35 +0000 (17:27 +0100)]
Mgfractal: Improve spawning behaviour
Spawn player 1 node higher to avoid spawning waist-deep in a possible
biome 'dust' node, such as tundra snowblock.
Tune default offset to spawn players in a more interesting location on the
mandelbrot sets, on a raised area that looks like a spawn platform.
Tune julia parameters to help avoid spawn search failing, especially for
fractal 6.
number Zero [Sun, 16 Jul 2017 20:43:01 +0000 (23:43 +0300)]
Mesh generation: Fix performance regression caused by 'plantlike_rooted' PR
Regression caused by
ef285b2815962a7a01791059ed984cb12fdba4dd
Paramat [Mon, 17 Jul 2017 11:53:14 +0000 (12:53 +0100)]
Chat: Move chat text down to not overlap 3rd line of debug text (#6145)
cx384 [Sun, 16 Jul 2017 11:09:27 +0000 (13:09 +0200)]
Add information about the button height
Paramat [Sun, 16 Jul 2017 10:33:09 +0000 (11:33 +0100)]
F5 debug display: Reformat and remove some information (#6125)
For consistency return to 'FPS =', add comma before FPS.
Remove 'R' from 'range_all' as may be re-keymapped.
Remove inconsistent brackets from 'range_all'.
Change 'v_range' to 'view_range'.
Add 'pos = ' before co-ordinates.
Add spaces around '=' in yaw display.
Remove brackets from around 'yaw' and 'seed'.
Move 'pointing_at' to 3rd line.
Remove 'param1' (0 for all solid nodes and unreadable for light sources due to
light bank encoding).
Remove file name of pointed node top tile (this also removes the need to get
ContentFeatures for the node, slightly improving performance).
Replace quotes around node data with brackets, looks better and more consistent.
Add 'guitext3' for third line.
Use 'setVisible' for all 3 lines to control the setting of each text rectangle.
Improve logic of 3rd line to only run code it needs to depending on whether
pointing data is avaialble and whether node is not 'ignore' and not 'unknown'.
Loïc Blot [Sun, 16 Jul 2017 08:47:31 +0000 (10:47 +0200)]
Chat protocol rewrite (#5117)
* New TOCLIENT_CHAT_MESSAGE packet
* Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat
* Handle TOCLIENT_CHAT_MESSAGE new structure client side
* Client chat queue should use a specific object
* SendChatMessage: use the right packet depending on protocol version (not complete yet)
* Add chatmessage(type) objects and handle them client side (partially)
* Use ChatMessage instead of std::wstring server side
* Update with timestamp support
kilbith [Sat, 15 Jul 2017 18:15:36 +0000 (20:15 +0200)]
Camera: Fix wieldmesh glitch after teleporting (#6138)
Loic Blot [Sat, 15 Jul 2017 07:28:10 +0000 (09:28 +0200)]
Revert "CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand""
This reverts commit
bdac12761cd92960c3df83c932aa610f2322215f.
paramat [Wed, 12 Jul 2017 13:44:58 +0000 (14:44 +0100)]
Default window size: Increase to 1024x576, aspect ratio 16:9
rubenwardy [Sun, 2 Jul 2017 19:25:22 +0000 (20:25 +0100)]
CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand"
Original PR: #5747.
This reverts commit
39f4a2f607d44738d60db84eba4b30e3d7450204.
SmallJoker [Sat, 1 Apr 2017 18:38:14 +0000 (20:38 +0200)]
Sneak: Stripped down version
Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.
Elijah Duffy [Fri, 14 Jul 2017 18:37:58 +0000 (11:37 -0700)]
Remove remaining modstore code (#6120)
adrido [Fri, 14 Jul 2017 15:31:18 +0000 (17:31 +0200)]
Dont search for locale folders if gettext is disabled (#6133)
If gettext is disabled, it is defined as 0.
paramat [Sun, 9 Jul 2017 20:09:41 +0000 (21:09 +0100)]
Advanced settings: Reformat noise parameter format example
Previously the example ran off the edge of the formspec.
Also include 'lacunarity' in the format instead of treating it as an option.
paramat [Wed, 14 Jun 2017 01:00:51 +0000 (02:00 +0100)]
Biomes/decorations/ores: Make relative to 'water_level' setting
Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
number Zero [Thu, 11 May 2017 20:24:12 +0000 (23:24 +0300)]
Add 'plantlike_rooted' drawtype
Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
vlapsley [Fri, 7 Jul 2017 03:49:55 +0000 (13:49 +1000)]
Mapgen Carpathian: Add lava_depth parameter
Dániel Juhász [Sat, 23 Jul 2016 19:11:20 +0000 (21:11 +0200)]
Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
Vaughan Lapsley [Thu, 6 Jul 2017 11:53:56 +0000 (21:53 +1000)]
Mapgen: Add Carpathian mapgen (#6015)
Ben Deutsch [Sun, 7 May 2017 16:41:47 +0000 (18:41 +0200)]
Fog effect when camera is inside cloud
Fixes issue #3576
* Clouds now take camera position as 3D, not 2D
* Cloud grid filling extracted to gridFilled method
* Clouds detect whether camera is inside cloud
* Camera in cloud changes fog by overriding sky colors
with cloud color
* Sun, moon and stars can be temporarily disabled
with setBodiesVisible
* Disabling fog also disables all "inside cloud" behaviors
Vincent Glize [Tue, 4 Jul 2017 21:18:28 +0000 (22:18 +0100)]
Treegen: Fix s16 overflow warning (#6082)
Elijah Duffy [Tue, 4 Jul 2017 07:27:29 +0000 (00:27 -0700)]
Main Menu: Allow copying directories from non-Minetest locations (#6095)
Allow `core.copy_dir` (main menu API) to copy directories from a
non-Minetest location. The check to disallow copying to non-Minetest
locations is retained.
kilbith [Tue, 4 Jul 2017 07:25:36 +0000 (09:25 +0200)]
Camera: Arm inertia code cleanup (#6094)
Loic Blot [Sun, 2 Jul 2017 20:26:25 +0000 (22:26 +0200)]
Fix crash due to missing pointer validation
Fix #6092
Loïc Blot [Sun, 2 Jul 2017 18:29:58 +0000 (20:29 +0200)]
Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
* Irrlicht cleanup: cleanup various object to use RenderingEngine
* CAO doesn't need scenemanager in addToScene
* Camera doesn't need VideoDriver pointer or SceneManager in constructor
* Hud doesn't need driver & scene manager in constructor
* Hud doesn't need scenemanager pointer
* Tile.h doesn't need IrrlichtDevice header (just SMaterial)
* WieldMeshSceneNode: only take scene, we always use scene root node as parent
Jean-Patrick Guerrero [Wed, 28 Jun 2017 07:45:59 +0000 (09:45 +0200)]
Camera: Improve arm inertia
paramat [Mon, 26 Jun 2017 05:24:30 +0000 (06:24 +0100)]
Dungeons: Add setting to prevent projecting dungeons
Prevents dungeons generating into ignore nodes in ungenerated mapchunks,
which can occasionally result in a dungeon projecting from the terrain.
stujones11 [Sat, 1 Jul 2017 16:01:07 +0000 (17:01 +0100)]
Include TILE_MATERIAL_OPAQUE in shaders header (#6086)
Vincent Glize [Sat, 1 Jul 2017 12:07:40 +0000 (14:07 +0200)]
C++11 cleanup inventorymanager (#6077)
* C++11 cleanup inventorymanager
stujones11 [Wed, 7 Jun 2017 17:52:38 +0000 (18:52 +0100)]
Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
red-001 [Fri, 30 Jun 2017 18:14:39 +0000 (19:14 +0100)]
Create a filesystem abstraction layer for CSM and only allow accessing files that are scanned into it. (#5965)
* Load client-side mods into memory before executing them.
This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure.
* Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory.
* Fix the issues with backtrace
* fix most of the issues
* fix code style.
* add a comment
Paramat [Fri, 30 Jun 2017 13:32:35 +0000 (14:32 +0100)]
Mapgen: Remove unnecessary 'this->' from constructors (#6069)
Vincent Glize [Thu, 29 Jun 2017 05:53:44 +0000 (07:53 +0200)]
Change the server description after a search (#6074)
paramat [Wed, 28 Jun 2017 08:35:46 +0000 (09:35 +0100)]
Mgv7: Fix undefined 'float_mount_height'
Commit
cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter
'float_mount_height' but was missing the necessary line in the constructor
to get the altered value from 'params'.
Fixes 3D floatland terrain generating everywhere.
Jesse McDonald [Tue, 27 Jun 2017 10:34:11 +0000 (05:34 -0500)]
Fix for empty key/value when reading item string with wear but no metadata (#6058)
adrido [Tue, 27 Jun 2017 09:54:40 +0000 (11:54 +0200)]
Fix msvc annoyances (#5963)
* MSVC: Fix '/std:c++11' is not a valid compiler option
* MSVC/MINGW: Define 'WIN32_LEAN_AND_MEAN' for the whole project
In some obscure cases 'Windows.h" got includet before that definition, which leaded to compilation warnings+errors
* MSVC: '/arch:SSE' is only available for x86
* MSVC: Fix float conversation
* MSVC/MINGW: use winthreads on Windows
* MSVC: 'USE_CMAKE_CONFIG' might be already definied by CMake build system
* MSVC: Use all available cpu cores for compiling
* Add missing include ctime and use std::time_t
kilbith [Tue, 27 Jun 2017 09:26:13 +0000 (11:26 +0200)]
Fix arm inertia limit case
Loic Blot [Mon, 26 Jun 2017 21:19:47 +0000 (23:19 +0200)]
Fix undefined behaviour in arm movement when dividing by zero
Loïc Blot [Mon, 26 Jun 2017 18:11:17 +0000 (20:11 +0200)]
Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface
move getSupportedVideoDrivers to Device3D
Add Device3D singleton & use it in various places
Rename Device3D to Rendering engine & add helper functions to various device pointers
More singleton work
RenderingEngine owns draw_load_screen
move draw functions to RenderingEngine
Reduce IrrlichtDevice exposure and guienvironment
RenderingEngine: Expose get_timer_time() to remove device from guiEngine
Make irrlichtdevice & scene manager less exposed
* Code style fixes
* Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine
Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly
* enum paralax => enum parallax
Loic Blot [Mon, 26 Jun 2017 18:10:11 +0000 (20:10 +0200)]
Fix Camera::add_arm_inertia -> addArmInertia
kilbith [Mon, 26 Jun 2017 18:03:48 +0000 (20:03 +0200)]
Add Arm Inertia (#6050)
paramat [Thu, 22 Jun 2017 05:50:22 +0000 (06:50 +0100)]
Ores: Make 'absheight' flag non-functional
The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
Loic Blot [Sun, 25 Jun 2017 21:08:31 +0000 (23:08 +0200)]
Revert "Ores: Make 'absheight' flag non-functional"
This reverts commit
90ed6fc732ca667ca970b7c38d39c809e5c3553e.
SmallJoker [Sun, 25 Jun 2017 09:39:39 +0000 (11:39 +0200)]
Inventory: Fix wrong stack size behaviour and item loss (#6039)
Also fix itemFits and remove constness-nonsense
paramat [Sun, 25 Jun 2017 03:45:40 +0000 (04:45 +0100)]
Mgv7: Clean up divide-by-zero fix
paramat [Thu, 22 Jun 2017 05:50:22 +0000 (06:50 +0100)]
Ores: Make 'absheight' flag non-functional
The 'absheight' flag was added years ago for the floatlands of 'indev'
mapgen (now deleted). The feature mirrored all ore placement around y = 0
to place ores in floatlands.
In MTG we now use dedicated ore registrations for floatlands.
The feature is crude, inflexible, problematic and very rarely used, it
also makes ore vertical range code more complex.
Minetest 0.5 is a good chance to remove the feature.
The flag itself remains to not break flag values.
Dániel Juhász [Sat, 24 Jun 2017 18:15:09 +0000 (18:15 +0000)]
Helper methods for hardware colorization (#5870)
Dániel Juhász [Sat, 24 Jun 2017 18:15:00 +0000 (18:15 +0000)]
Emit liquid sound if the player walks in liquid (#6040)
Vincent Glize [Sat, 24 Jun 2017 11:41:30 +0000 (13:41 +0200)]
C++11 cleanup on constructors guiEngine (#6036)
* C++11 cleanup on constructors guiEngine
Loic Blot [Sat, 24 Jun 2017 09:43:17 +0000 (11:43 +0200)]
Game::showOverlayMessage: securise function
Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
paramat [Fri, 23 Jun 2017 20:49:26 +0000 (21:49 +0100)]
Mgv7: Avoid divide-by-zero errors
Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan.
This can cause massive vertical columns of water to appear above sea level.
paramat [Thu, 22 Jun 2017 02:48:22 +0000 (03:48 +0100)]
Mgvalleys: Use existing 'lava_max_height' value in CavesRandomWalk
Now that lava depth in large caves is variable we can use the already
present 'lava_max_height' value to set the lava depth in them.
Wuzzy [Fri, 23 Jun 2017 11:31:01 +0000 (13:31 +0200)]
Show param1 and param2 in debug screen (#6031)
* Show param1 and param2 in debug screen
* Add units and some formatting to debug screen
* Minor refactor of param1/param2 debug display
Loïc Blot [Thu, 22 Jun 2017 11:20:20 +0000 (13:20 +0200)]
LINT fix
red-001 [Thu, 22 Jun 2017 11:18:58 +0000 (12:18 +0100)]
Fix CSM crash caused by move to C++11. (#6027)
paramat [Wed, 21 Jun 2017 03:20:18 +0000 (04:20 +0100)]
CavesRandomWalk: Make 'lava_depth' a mapgen parameter
As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.
Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
Gael-de-Sailly [Fri, 27 Feb 2015 19:51:55 +0000 (20:51 +0100)]
Add minetest.rgba function that returns ColorString from RGBA or RGB values
Loïc Blot [Wed, 21 Jun 2017 09:51:29 +0000 (11:51 +0200)]
Cpp11 initializers: last src root changeset (#6022)
* Cpp11 initializers: last src root changeset
Finish to migrate all src root folder files to C++11 constructor initializers
Dániel Juhász [Wed, 21 Jun 2017 08:47:31 +0000 (08:47 +0000)]
Fix render order of overlays (#6008)
* Fix render order of overlays
* Use C++11 loops
* Fix time_t
Vincent Glize [Wed, 21 Jun 2017 06:28:57 +0000 (08:28 +0200)]
C++11 cleanup on constructors dir network (#6021)
* C++11 cleanup on constructors dir network