HybridDog [Mon, 4 Jan 2016 16:21:33 +0000 (17:21 +0100)]
Fix player teleportation bug whilst sneaking
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
it fixes #2876
Auke Kok [Sun, 13 Mar 2016 21:25:54 +0000 (14:25 -0700)]
Connected nodes: fix 2 minor bugs
1. Copy-paste error: properly test for back-connection.
In the case of two different connected nodebox types, we want to
assure that if A connects to B, that B also connects to A. This test
was accidentally not implemented correctly.
2. Clear the connects_to_ids before deserializing.
With each new connected node, the deserialization code added more
and more targets to the map, since the map wasn't cleared in between
deserialization steps. This caused e.g. wall blocks to connect to
things in the fence connects_to map.
Jeija [Mon, 15 Feb 2016 15:05:40 +0000 (16:05 +0100)]
Resend blocks when modified while sending to client
Diego Martinez [Mon, 7 Mar 2016 22:09:07 +0000 (19:09 -0300)]
Add options for screenshot format and quality
Auke Kok [Fri, 4 Mar 2016 07:18:04 +0000 (23:18 -0800)]
Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.
We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.
If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
Auke Kok [Thu, 25 Feb 2016 08:16:31 +0000 (00:16 -0800)]
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/
b381c8c192c8e53e6062
ShadowNinja [Sat, 12 Mar 2016 16:58:02 +0000 (11:58 -0500)]
Fix chat console not opening after formspec opened over it
The MainMenuManager set the console invisible when a
formspec opened over it, but didn't properly close it,
and the chat console never set itself visible again.
paramat [Fri, 11 Mar 2016 21:56:32 +0000 (21:56 +0000)]
Documentation: Auto-update conf.example and settings_translation_file.cpp
orwell96 [Fri, 11 Mar 2016 17:41:56 +0000 (18:41 +0100)]
Fix ask_reconnect_on_crash option being ignored
Since commit
3b50b2766aeb09c9fc0ad0ea07426bb2187df3d7 "Optional reconnect functionality"
there is a config option named ask_reconnect_on_crash.
It asks the client to reconnect to the server if the server crashed.
It has been implemeted and works, but due to a function parameter not
being passed it never showed effect. This patch adds the parameter
and fixes the bug.
Also fixes the `reconnect` option of minetest.request_shutdown being ignored.
paramat [Fri, 11 Mar 2016 16:24:55 +0000 (16:24 +0000)]
Documentation: Clarify global and mapgen-specific mapgen flags
Auke Kok [Mon, 29 Feb 2016 05:53:26 +0000 (21:53 -0800)]
Introduce "protection_bypass" privilege.
This privilege allows map protection bypassing for server operators
and world moderators.
Initially I had thought that bypassing protection mods would have been
something that could entirely be done inside mods and minetest_game,
but the concept of protection is defined in core, in the code of
core.is_protected().
I don't feel that it would be logical to introduce a protection
concept in core, but not some way around that for server operators
to maintain map parts that need fixing, de-griefing or cleanup.
Others had noticed the same problems, and proposed a patch to
minetest_game. That patch is fine by itself, but it fails to add
protection bypass functionality for digging normal nodes and placing
nodes.
So, instead, we indroduce the new priv "protection_bypass" in core,
and modify 'on_place_node' and 'node_dig' to allow bypassing node
protections if the player holds this priv.
This priv was tested with protector redo by tenplus1.
A followup patch to Minetest Game will include allowing special checks
for doors, trapdoors, chests in Minetest Game.
Protection mods will likely want to mimic the changes in their relevant
code sections.
Auke Kok [Tue, 8 Mar 2016 04:23:34 +0000 (20:23 -0800)]
Avoid try/catch for settings.
We can just test for the presence of these settings nicely here,
no need to use a try / catch construct.
Auke Kok [Sun, 6 Mar 2016 20:02:21 +0000 (12:02 -0800)]
Add consistent monotonic day counter - get_day_count()
I've written several experimental bits of code that revolve around the
need for a consistent calendar, but implementing one is extremely hard
in mods due to time changes and mods overriding core.get_timeofday(),
which will conflict.
The second part of the problem is that doing this from a mod requires
constant maintenance of a settings file.
An implementation in core is trivial, however, and solves all of
these problems at virtually no cost: No extra branches in server
steps, and a single branch when minetest.set_time_of_day(), which is
entirely reasonable.
We store the day_count value in env_meta.txt.
The use case is obvious: This change allows mods to create an actual
virtual calendar, or properly account for seasonal changes, etc..
We add a "/days" chatcommand that displays the current day count. No
permissions are needed. It can only retrieve the day count, not
modify it.
ShadowNinja [Sat, 31 Oct 2015 00:38:22 +0000 (20:38 -0400)]
Add AreaStore custom ID API
ShadowNinja [Fri, 30 Oct 2015 23:27:48 +0000 (19:27 -0400)]
Implement AreaStore serialization
ShadowNinja [Fri, 30 Oct 2015 14:26:14 +0000 (10:26 -0400)]
Fix SpatialAreaStore not freeing removed areas
ShadowNinja [Fri, 30 Oct 2015 05:25:44 +0000 (01:25 -0400)]
Add basic AreaStore method documentation
ShadowNinja [Fri, 30 Oct 2015 04:52:45 +0000 (00:52 -0400)]
Sort AreaStore header
ShadowNinja [Fri, 30 Oct 2015 04:04:10 +0000 (00:04 -0400)]
Clean up VectorAreaStore
ShadowNinja [Fri, 30 Oct 2015 03:38:36 +0000 (23:38 -0400)]
Move AreaStore container selection logic into getOptimalImplementation
ShadowNinja [Fri, 30 Oct 2015 03:26:03 +0000 (23:26 -0400)]
Move AreaStore to util
ShadowNinja [Fri, 30 Oct 2015 03:17:44 +0000 (23:17 -0400)]
Make AreaStore cache setting private
ShadowNinja [Fri, 30 Oct 2015 03:08:32 +0000 (23:08 -0400)]
Simplify AreaStore ID management
est31 [Mon, 7 Mar 2016 18:34:48 +0000 (19:34 +0100)]
s_env.{cpp, h} cleanups
* Replace string by-val passing with const reference
* Fix code style
* Remove redundant `int table` definition and indentation level
est31 [Tue, 9 Feb 2016 06:08:31 +0000 (07:08 +0100)]
Add minetest.register_lbm() to run code on block load only
ShadowNinja [Sun, 6 Mar 2016 19:41:26 +0000 (14:41 -0500)]
Use LuaErrors in security check macros
Throwing a LuaError calls destructors as it propagates up the stack,
wheres lua_error just executes a longjmp.
Jean-Patrick Guerrero [Sat, 5 Mar 2016 10:48:02 +0000 (11:48 +0100)]
Settings Tab: Regroup dropdown datas in tables
Rui914 [Sun, 6 Mar 2016 15:53:45 +0000 (00:53 +0900)]
Faster insertion into table
Muhammad Rifqi Priyo Susanto [Sat, 5 Mar 2016 06:21:51 +0000 (13:21 +0700)]
Add forgotten valleys mapgen in mapgen name
Missing `valleys` in `settingtypes.txt` and `minetest.conf.example`.
Jean-Patrick Guerrero [Thu, 3 Mar 2016 20:48:18 +0000 (21:48 +0100)]
Update settings tab + some misc. clean-up
Maksim Gamarnik [Fri, 5 Feb 2016 18:56:56 +0000 (20:56 +0200)]
Update Android dependencies, -O3 optimization, remove old ARMv5 config
* Update OpenSSL (thanks @sapier, i use his patch!), Curl and SQLite3.
* Remove old arm config. Almost all phones that use ARMv5 have 1 core and 256-512 RAM, it's about 2-5 FPS.
* Do -O3 optimization for libs and remove -fexpensive-optimizations for Minetest (-O3 includes this! Read gcc docs).
* OpenSSL fix - thanks @sapier, again.
Duane Robertson [Wed, 2 Mar 2016 01:50:35 +0000 (19:50 -0600)]
Mgvalleys: Correct spawn problems
Increase maximum spawn altitude to reduce spawn issues.
paramat [Sat, 27 Feb 2016 23:49:53 +0000 (23:49 +0000)]
Decoration API: Allow force_placement of simple decorations
Jeija [Thu, 25 Feb 2016 09:22:54 +0000 (10:22 +0100)]
Require minetest.request_http_api to be called from the mod's main scope
Fixes #3764
ShadowNinja [Thu, 3 Mar 2016 05:57:19 +0000 (00:57 -0500)]
Fix main menu being unable to set secure settings
ShadowNinja [Thu, 3 Mar 2016 04:59:42 +0000 (23:59 -0500)]
Remove debug.getupvalue from the Lua sandbox whitelist
This function could be used to steal insecure environments from trusted mods.
ShadowNinja [Sun, 28 Feb 2016 18:27:54 +0000 (13:27 -0500)]
Add support for non-ASCII characters to chat console
This still only supports 256 characters, but that's because
Irrlicht's clipboard handlers don't support wide characters.
ShadowNinja [Sun, 28 Feb 2016 01:10:35 +0000 (20:10 -0500)]
Add Android chat form
ShadowNinja [Sat, 27 Feb 2016 21:04:44 +0000 (16:04 -0500)]
Add text selection and copying to console
ShadowNinja [Sat, 27 Feb 2016 20:51:09 +0000 (15:51 -0500)]
Unlock cursor when opening console
Esteban I. Ruiz Moreno [Mon, 3 Jun 2013 00:16:32 +0000 (21:16 -0300)]
Use the console instead of a dedicated window when pressing keymap_chat/cmd
keymap_console opens a full window for chat history browsing.
Aleksey Vorona [Wed, 2 Mar 2016 18:13:11 +0000 (10:13 -0800)]
Fix a mistake in the world format documentation
Fixed a minor mistake that made it appear as if the inventory
is serialized multiple times - once per each variable. In fact
it is serialized once per each node.
nerzhul [Tue, 1 Mar 2016 10:15:08 +0000 (11:15 +0100)]
Revert "Fix jumping at node edge"
This reverts commit
60dc01dc258db842e229351b871d0989e3e7d62c.
This fixes issue #3773
ShadowNinja [Sun, 28 Feb 2016 01:11:32 +0000 (20:11 -0500)]
Resize object_marker_red.png to 16x16
Having a non-power-of-two image broke the Android app.
paramat [Fri, 26 Feb 2016 22:30:50 +0000 (22:30 +0000)]
Nodedef: Restore smooth lighting to water
Duane Robertson [Sat, 27 Feb 2016 02:41:13 +0000 (20:41 -0600)]
Mgvalleys: Add Dry Riverbeds
Lower water table where base humidity is low.
Alter heat and humidity to compensate for river humidity and altitude
chill.
Correct misuse of surface_max_y in generateTerrain.
Remove sand trails in the water at river mouths.
Remove river water below water_level.
Correct heat/humidity calculations where noises are less than zero.
Correct heightmap errors as much as possible.
Make humidity calculations more readable.
est31 [Sat, 27 Feb 2016 04:50:42 +0000 (05:50 +0100)]
Update po files, minetest.conf.example and settings_translation_file.cpp
est31 [Sat, 27 Feb 2016 04:26:58 +0000 (05:26 +0100)]
Don't generate trailing spaces in minetest.conf.example
If the default value of a setting was empty,
it previously generated a trailing space.
Dmitry Smirnov [Sun, 21 Feb 2016 08:46:02 +0000 (09:46 +0100)]
Translated using Weblate (Russian)
Currently translated at 61.3% (483 of 787 strings)
(Merger of five commits)
Vasily Pavlov [Sun, 21 Feb 2016 08:45:44 +0000 (09:45 +0100)]
Translated using Weblate (Russian)
Currently translated at 49.5% (390 of 787 strings)
(Merger of three commits)
Miguel Isaac [Thu, 11 Feb 2016 00:41:06 +0000 (01:41 +0100)]
Translated using Weblate (Spanish)
Currently translated at 47.0% (370 of 787 strings)
(Merger of two commits from the same author)
Joan Ciprià Moreno [Sat, 6 Feb 2016 00:25:33 +0000 (01:25 +0100)]
Translated using Weblate (Catalan)
Currently translated at 37.3% (294 of 787 strings)
Laura Arjona Reina [Tue, 2 Feb 2016 18:22:47 +0000 (19:22 +0100)]
Translated using Weblate (Spanish)
Currently translated at 46.6% (367 of 787 strings)
Bruno Borges [Wed, 3 Feb 2016 19:31:55 +0000 (20:31 +0100)]
Translated using Weblate (Portuguese (Brazil))
Currently translated at 65.5% (516 of 787 strings)
Amadeo [Sun, 31 Jan 2016 16:19:31 +0000 (17:19 +0100)]
Translated using Weblate (Polish)
Currently translated at 33.9% (267 of 787 strings)
Fixer [Mon, 25 Jan 2016 22:23:31 +0000 (23:23 +0100)]
Translated using Weblate (Ukrainian)
Currently translated at 30.4% (240 of 787 strings)
Diego Martínez [Mon, 25 Jan 2016 07:35:47 +0000 (08:35 +0100)]
Translated using Weblate (Spanish)
Currently translated at 45.9% (362 of 787 strings)
Paolo DGZ [Mon, 25 Jan 2016 17:13:15 +0000 (18:13 +0100)]
Translated using Weblate (Italian)
Currently translated at 52.7% (415 of 787 strings)
Muhammad Rifqi Priyo Susanto [Tue, 26 Jan 2016 15:32:41 +0000 (16:32 +0100)]
Translated using Weblate (Indonesian)
Currently translated at 42.4% (334 of 787 strings)
Kisbenedek Márton [Thu, 28 Jan 2016 19:32:40 +0000 (20:32 +0100)]
Translated using Weblate (Hungarian)
Currently translated at 69.1% (544 of 787 strings)
(Merger of three commits)
Jeija [Thu, 25 Feb 2016 08:47:28 +0000 (09:47 +0100)]
Fix minetest.request_insecure_environment() always returning nil
Fixes #3765
RealBadAngel [Mon, 22 Feb 2016 03:26:32 +0000 (04:26 +0100)]
Mapblock mesh: Allow to use VBO
RealBadAngel [Sun, 21 Feb 2016 06:34:29 +0000 (07:34 +0100)]
Remove new_style_water
rubenwardy [Wed, 2 Sep 2015 19:21:55 +0000 (20:21 +0100)]
Cache some settings
Nathaniel Olsen [Thu, 25 Feb 2016 00:22:22 +0000 (18:22 -0600)]
Add dependencies for Fedora systems
RealBadAngel [Tue, 23 Feb 2016 19:32:57 +0000 (20:32 +0100)]
Shaders: fix fog not affecting opaque liquids
paramat [Sun, 21 Feb 2016 13:28:34 +0000 (13:28 +0000)]
Sheet Ore: Eliminate crash caused by PcgRandom range max < min
In the calculation of y_start,
when 'column height max' was large it caused
nmin.Y + max_height > nmax.Y - max_height
Now, in this situation y_start is set to the
midpoint between nmin.Y and nmax.Y
Limit y0 and y1 to between nmin.Y and nmax.Y,
otherwise index calculation, which has no checks for limits,
places them at unwanted locations in the voxelmanip
nerzhul [Tue, 23 Feb 2016 09:58:13 +0000 (10:58 +0100)]
GOTBLOCKS & DELETEBLOCKS: test packet size only once
est31 [Tue, 23 Feb 2016 00:14:00 +0000 (01:14 +0100)]
Fix android build
Android had a linker error since commit:
31e0667a4a53a238d0321194b57b083bd74c0a5b "Add Lua interface to HTTPFetchRequest"
Fixes #3766. Thanks to @MoNTE48 for reporting the bug.
orwell96 [Mon, 1 Feb 2016 18:29:53 +0000 (19:29 +0100)]
Reset block send timer when invoking setBlock(s)NotSent()
As stated in this forum thread [1], I noticed that there is a
2 second interval in which inventory changes are shown on the
client. @yyt16384 found the source of these 2 seconds:
m_nothing_to_send_pause_timer is set to 2.0 every time there
are no changes to make, but this timer is not reset when
SetBlockNotSent or setBlocksNotSent are invoked. So in worst
case, the changed block will be sent over 2 seconds too late.
With this change, changed inventories are updated almost
immediately, but it causes additional connection load.
est31 [Mon, 22 Feb 2016 16:43:42 +0000 (17:43 +0100)]
Android: hardcode leveldb revision
Newest leveldb commit breaks build.
With no fix in sight, there is no other way
than to fall back to the last working leveldb
revision, and hardcode it.
Workaround for upstream bug
https://github.com/google/leveldb/issues/340
RealBadAngel [Sat, 20 Feb 2016 09:58:40 +0000 (10:58 +0100)]
Fix getting pointed node
Fixes #3719
Closes #3753
Jeija [Thu, 18 Feb 2016 10:38:47 +0000 (11:38 +0100)]
Add Lua interface to HTTPFetchRequest
This allows mods to perform both asynchronous and synchronous HTTP
requests. Mods are only granted access to HTTP APIs if either mod
security is disabled or if they are whitelisted in any of the
the secure.http_mods and secure.trusted_mods settings.
Adds httpfetch_caller_alloc_secure to generate random, non-predictable
caller IDs so that lua mods cannot spy on each others HTTP queries.
Jeija [Wed, 17 Feb 2016 19:36:51 +0000 (20:36 +0100)]
Fix HTTPFetchRequest performing a GET request if post_data is supplied
Instead, perform a POST request with post_data.
RealBadAngel [Sat, 20 Feb 2016 03:42:35 +0000 (04:42 +0100)]
Camera: remove auto tune FPS, single view range setting
RealBadAngel [Sat, 20 Feb 2016 02:37:26 +0000 (03:37 +0100)]
Remove preload_item_visuals code
Closes #3748
RealBadAngel [Sat, 20 Feb 2016 05:53:56 +0000 (06:53 +0100)]
Dont make fastface if tile is not seamless
Fixes #3378
Closes #3751
BlockMen [Fri, 19 Feb 2016 09:03:02 +0000 (10:03 +0100)]
Restore simple settings tab and add advanced settings as dialog
Loic Blot [Sat, 20 Feb 2016 08:44:22 +0000 (09:44 +0100)]
Little collision.cpp cleanups
gregorycu [Tue, 27 Jan 2015 12:33:54 +0000 (23:33 +1100)]
Fix jumping at node edge
ShadowNinja [Sat, 20 Feb 2016 00:55:31 +0000 (19:55 -0500)]
Don't print locale directory error message when GetText is disabled
Also, downgrade the error to a warning.
Jeija [Fri, 19 Feb 2016 20:14:38 +0000 (21:14 +0100)]
Ignore spaces in secure.trusted_mods setting
RealBadAngel [Thu, 18 Feb 2016 16:17:17 +0000 (17:17 +0100)]
Minimap: show player markers
RealBadAngel [Fri, 19 Feb 2016 13:13:21 +0000 (14:13 +0100)]
Camera: Don't count camera offset twice for Nametagged CAOs
ShadowNinja [Thu, 18 Feb 2016 21:06:07 +0000 (16:06 -0500)]
Require request_insecure_environment to be called from the mod's main scope
Previously you could steal a secure environment from a trusted mod by wrapping
request_insecure_environment with some code like this:
local rie_cp = minetest.request_insecure_environment
local stolen_ie
function minetest.request_insecure_environment()
local ie = rie_cp()
stolen_ie = stolen_ie or ie
return ie
end
paramat [Wed, 17 Feb 2016 02:39:21 +0000 (02:39 +0000)]
Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16
'cam_pos_nodes -/+ box_nodes_d' can exceed the range of v3s16
when a player is near the world edge using a large view range
This previously caused world to disappear
Create new function getBlocksInViewRange() called from
updateDrawList() and renderMap()
Correct code style throughout updateDrawList() and renderMap()
RealBadAngel [Sat, 13 Feb 2016 22:39:37 +0000 (23:39 +0100)]
HOTFIX: fix too agressive block culling
RealBadAngel [Mon, 15 Feb 2016 13:01:01 +0000 (14:01 +0100)]
Move object nametags to camera
est31 [Tue, 16 Feb 2016 22:58:30 +0000 (23:58 +0100)]
Clientiface: remove "value is dummy" from docs
Commit
6a1670dbc31cc0e44178bbd9ad34ff0d5981a060 "Migrate to STL containers/algorithms."
has replaced core::map<T, bool> with std::set<T>, but didn't update
the accompanying comment saying "value is dummy". This happened at
two places.
RealBadAngel [Tue, 16 Feb 2016 02:51:57 +0000 (03:51 +0100)]
Mapblock mesh: Eliminate meshgen lags
RealBadAngel [Fri, 12 Feb 2016 11:25:20 +0000 (12:25 +0100)]
Use vertices with tangents only when its needed.
Loic Blot [Sun, 14 Feb 2016 16:45:06 +0000 (17:45 +0100)]
Player::accelerateHorizontal/Vertical should be member of LocalPlayer
RealBadAngel [Sun, 14 Feb 2016 08:00:34 +0000 (09:00 +0100)]
Use proper variable types for uniform sampler layers
RealBadAngel [Sat, 13 Feb 2016 21:08:58 +0000 (22:08 +0100)]
Formspec: fix broken irrlicht 1.7 build
Fixes #3701.
RealBadAngel [Tue, 9 Feb 2016 09:43:38 +0000 (10:43 +0100)]
Formspec: recreate item_image_button pressed state for its image and label
est31 [Sat, 13 Feb 2016 00:45:06 +0000 (01:45 +0100)]
Remove unused 'm_selection_active' field
Thanks @ExcaliburZero for noticing. Fixes #3698.
nerzhul [Thu, 11 Feb 2016 14:21:21 +0000 (15:21 +0100)]
v2d & aabbox3d<f32> & sky cleanups
* Sky: rename Box => m_box and inline getBoundingBox
* Uniformize aabbox3d<f32> to aabb3f
Loic Blot [Wed, 10 Feb 2016 23:10:05 +0000 (00:10 +0100)]
Drop luaentity_common.h which is not included anywhere
RealBadAngel [Thu, 11 Feb 2016 03:57:01 +0000 (04:57 +0100)]
Use single box for halo mesh
RealBadAngel [Thu, 11 Feb 2016 06:22:15 +0000 (07:22 +0100)]
Set proper GLSL pixel shader version