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  1. Mar 25, 2016
  2. Mar 24, 2016
    • Rui's avatar
      Credits: Make that easy to add/remove · 21c47968
      Rui authored
      21c47968
    • Auke Kok's avatar
      Make `options` local here. · 2f640888
      Auke Kok authored
      Undoubtably this may cause problems later if unchecked.
      
      ```
      2016-03-22 21:57:52: WARNING[Server]: Assignment to undeclared global "options" inside a function at .../sofar/git/minetest/bin/../builtin/game/chatcommands.lua:862.
      ```
      2f640888
  3. Mar 21, 2016
  4. Mar 20, 2016
    • ShadowNinja's avatar
      Clean up Strfnd · 93887043
      ShadowNinja authored
      Changes:
        * Fix indentation.
        * Pass strings by const reference.
        * Merge Strfnd and WStrfnd into one class instead of copying them.
        * Remove trailing spaces.
        * Fix variable names.
        * Move to util.
        * Other miscellaneous style fixes.
      93887043
    • ShadowNinja's avatar
      Tweak travis script · eb7db21d
      ShadowNinja authored
      Exit if cd fails and don't insert '\' in string.
      eb7db21d
  5. Mar 19, 2016
    • paramat's avatar
    • Rui914's avatar
      Set acceleration only once in falling node · 65c09a96
      Rui914 authored
      65c09a96
    • paramat's avatar
      Mgv7: Limit pseudorandom caves to surface mapchunk or below · f1aea6b4
      paramat authored
      To avoid bright caves at mapchunk borders when generating mapchunks upwards
      f1aea6b4
    • Auke Kok's avatar
      Allow NodeTimer, ABM and block mgmt interval changes. · c5c727d6
      Auke Kok authored
      ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to
      run at every 1.0s. Block mgmt is running every 2.0sec.
      
      However, these timers can be better tuned for both higher and lower
      values by server owners. Some server owners want to, and have the
      resources to send more packets per second to clients, and so they
      may wish to send smaller updates sooner. Right now all ABM's are
      coalesced into 1.0 second intervals, resulting in large send queues
      to all clients. By reducing the amount of possible timers, one can
      get a far better response rate and lower the perception of lag.
      
      On the other side of the camp, some servers may want to increase
      these values, which again isn't easily doable.
      
      The global settings abm_interval and nodetimer_interval are set to
      current values by default. I've tested with 0.2/0.5 type values
      and noticed a greatly improved response and better scattering of
      nodetimers, as well as enjoying not faceplanting into doors with
      pressure plates anymore.
      c5c727d6
    • est31's avatar
      lua_api.txt: improve vector documentation · d915ca11
      est31 authored
      Before it rendered very badly in HTML.
      Also point out what vector.round does.
      d915ca11
  6. Mar 16, 2016
    • est31's avatar
      Set EXAMPLE_CONF_DIR to DOCDIR if DOCDIR gets customized · 3132bcb3
      est31 authored
      Before, customisation of DOCDIR did not lead to
      changes of the EXAMPLE_CONF_DIR default value.
      This was inconsistent with expected behaviour
      if you didn't know of the existence of the
      EXAMPLE_CONF_DIR variable. The confusion is
      very strong, as (for not in place builds) both
      DOCDIR and EXAMPLE_CONF_DIR share the same
      default value, it is unexpected that setting
      CUSTOM_DOCDIR changes the location of all
      documentation files but one.
      
      The best meaning of EXAMPLE_CONF_DIR is to
      further allow customization of the mt.conf.example
      storage place, but otherwise keep defaulting to
      whatever DOCDIR is set to, at least for not in
      place builds. This patch implements that
      behaviour.
      
      Fixes #3863.
      3132bcb3
  7. Mar 15, 2016
    • Nathanaëlle Courant's avatar
    • est31's avatar
      Add option to not send pre v25 init packet · af301831
      est31 authored
      The legacy init packet (pre v25) sends information about the client's
      password that a server could use to log in to other servers if the
      username and password are the same. All the other benefits of SRP of
      protocol v25 are missed if the legacy init packet is still sent during
      connection creation.
      
      This patch adds an option to not send the v25 init packet. Not sending
      the v25 packet means breaking compat with pre v25 servers, but as the
      option is not enabled by default, no servers are affected unless the
      user explicitly flips the switch. More than 90% of the servers on the
      serverlist support post v25 protocols.
      
      The patch also fixes a bug with greying out of non compliant servers
      being done wrongly, the min and max params were mixed.
      af301831
    • est31's avatar
      Fix two reconnect bugs · 2607b97b
      est31 authored
      Fix two bugs related to the reconnect feature
      introduced by commit
      
      3b50b276 "Optional reconnect functionality"
      
      1. Set the password to the stored one
      
      Before, we have done the reconnect attempt with a
      cleared password, so using the feature would only
      work if you had an empty password.
      Thanks to @orwell96 for reporting the bug.
      
      2. Reset the reconnect_requested flag after its use
      
      the_game only writes to the reconect_requested flag
      if it sets it to true. It never sets it to false.
      If the flag is not reset after its use, all "reset"s
      to the main menu will look like the server had
      requested a reconnect.
      2607b97b
    • est31's avatar
      Much better API for auth.{cpp, h} · e0151d10
      est31 authored
      * No function overloading
      * Adhere coding style and with method names following
        lowercase_underscore_style
      * Use std::string in external API, handling these is
        much more fun
      e0151d10
  8. Mar 14, 2016
    • paramat's avatar
      Mapgen: Fix light in tunnels at mapchunk borders · bb2ee54d
      paramat authored
      Don't excavate the overgenerated stone at node_max.Y + 1,
      this creates a 'roof' over the tunnel, preventing light in
      tunnels at mapchunk borders when generating mapchunks upwards.
      bb2ee54d
    • HybridDog's avatar
      Fix player teleportation bug whilst sneaking · c0b6986e
      HybridDog authored
      Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player
      it fixes #2876
      c0b6986e
    • Auke Kok's avatar
      Connected nodes: fix 2 minor bugs · 5a40a7da
      Auke Kok authored
      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.
      5a40a7da
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