- Dec 07, 2016
-
-
lhofhansl authored
Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
-
MillersMan authored
When loading a block add liquid-nodes that might flow away or spread to neighbours to the transforming_liquid queue.
-
MillersMan authored
Prevent waterfalls from falling down or streams from flowing away when the source node is in an unloaded block - Nodes near a CONTENT_IGNORE node will be interpreted as if the ignored node is a liquid node that just supports the current state of the nodes in question.
-
MillersMan authored
-
- Dec 03, 2016
-
-
lhofhansl authored
-
paramat authored
To avoid smaller biomes when extra biomes are added to MTGame. The addition of bushes in MTGame grasslands makes wood resources easier to find and less distant, so slightly larger biomes are now acceptable, but also desirable to encourage travel and create more sense of adventure.
-
red-001 authored
-
- Dec 02, 2016
-
-
Amaz authored
Fixes https://github.com/minetest/minetest/issues/4832
-
Bluebird authored
-
- Dec 01, 2016
-
-
paramat authored
-
paramat authored
Floatland base terrain underside was too thin, causing excessive water leakage through tunnels under lakes, now make it thicker. Floatland mountain terrain had a rim 1 node thick which made it bare stone, now make it 2 nodes thick to merge with the floatland base terrain rim and to have a layer of biome material. Make mountain terrain more exponentially shaped by altering the exponent. Remove unnecessary and potentially ugly MYMAX() applied to n_base_height.
-
- Nov 30, 2016
-
-
lhofhansl authored
Optimize/adjust blocks and active blocks sent at the server based on client settings.
-
- Nov 28, 2016
-
-
sfan5 authored
This combats the problem of sending the hundreds of "creative" / "armor" or whatever detached invs that exist on popular servers to each and every player on join or on change of said invs.
-
Dániel Juhász authored
Since light_source>15 causes crash, it must be limited.
-
- Nov 27, 2016
-
- Nov 26, 2016
-
-
TeTpaAka authored
-
- Nov 24, 2016
-
-
ShadowNinja authored
Previously, paths like ./worlds would be resolved to /worlds since the leading dot was considered just as irrelevant as a dot in the middle of the path.
-
ShadowNinja authored
It used to drop all of the return values from the insecure version of the function.
-
ShadowNinja authored
-
- Nov 22, 2016
-
-
orwell96 authored
This will only happen if the formname matches or if formname is "".
-
Zeno- authored
This merge doesn't make any functional changes. It's a trivial style fix so that @gregorycu can be dual credited along with shadowninja for PR #4800
-
ShadowNinja authored
This improves rendering performance by ~40%
-
- Nov 20, 2016
-
-
paramat authored
-
- Nov 18, 2016
-
-
orwell96 authored
Position, velocity and acceleration vectors of particles are rotated by the yaw of the parent object so that they are truly relative to it. Clarify new attached particle spawner behavior in lua_api.txt.
-
Auke Kok authored
If a tool wears out and is destroyed, it's itemstack count goes to 0, and we can optionally play a breaking sound. This patch implements playing a breaking sound when this occurs. Sounds need to be added to the tool itemdef registration as the sound name string in the .sound.breaks member.
-
- Nov 16, 2016
-
-
est31 authored
Fixes #4778 which was about the error: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): /usr/local/share/minetest/builtin/game/item.lua:278: attempt to call global 'check_attached_node' (a nil value) The issue was a regression of commit 649448a2 "Rename nodeupdate and nodeupdate_single and make them part of the official API"
-
Rogier authored
-
Wuzzy authored
Custom (non-engine) field names of items and entities are allowed. This is now documented in lua_api.txt. Field names beginning with an underscore are now reserved for mod use, the engine must not introduce any fields beginning with an underscore.
-
paramat authored
-
- Nov 14, 2016
-
-
Foghrye4 authored
-
est31 authored
Now, the renamed forms of nodeupdate and nodeupdate_single are part of the official API. As nodeupdate has been used by Minetest Game and in mods despite of not being part of the official API, we ease the transition by still supporting it for the 0.4.15 release. After the release, the two functions can be removed. The removal will not violate the stability promise, as that promise only includes the official and documented API. Also, make some formerly global functions local. They most likely haven't been used by mods, therefore they won't get stubs with deprecation warnings, hard erroring directly.
- Nov 13, 2016
-
-
Yutao Yuan authored
-
Rogier authored
Active objects that are attached to other objects are not safe from deletion. As a result, the parent object may have a reference to an id of a child's that no longer exists. If at some point an attempt is made to manipulate the child, enviromment->getActiveObject(child-id) returns NULL. Using the NULL pointer causes the crash...
-
- Nov 12, 2016
-
-
raymoo authored
-
paramat authored
In preparation for nodeupdate being renamed and made official API in future.
-
RealBadAngel authored
This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
-
- Nov 11, 2016
-
-
lisacvuk authored
* Fixed tooltips not resizing with \n * Fixed it for 1.8.4 too. * Fixed not working with Freetype disabled. * Modified it to use Zeno-'s solution.
-
Rogier authored
The client would not compute the distance from the camera to to a mapblock correctly. The result was that blocks that were in view (i.e. not beyond the fog limit) would not be rendered. With the improved distance computation, a range adjustment that existed in clientiface.cpp is no longer required.
-
- Nov 10, 2016
-
-
Rogier authored
The problem was seen while using the mobf mod package. The problem happens when the server serializes entity attachments. Sometimes, such attachments no longer exist. The serialization code skips those. However, the total number of attachments was serialized earlier. Therefore the client expects more than it gets, and logs a serialization error.
-