- Mar 15, 2016
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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.
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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
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- Mar 14, 2016
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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.
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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
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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.
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- Mar 12, 2016
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Jeija authored
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Diego Martínez authored
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Auke Kok authored
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.
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Auke Kok authored
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
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ShadowNinja authored
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.
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paramat authored
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- Mar 11, 2016
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orwell96 authored
Since commit 3b50b276 "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.
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paramat authored
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Auke Kok authored
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.
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- Mar 09, 2016
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Auke Kok authored
We can just test for the presence of these settings nicely here, no need to use a try / catch construct.
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Auke Kok authored
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.
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- Mar 07, 2016
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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est31 authored
* Replace string by-val passing with const reference * Fix code style * Remove redundant `int table` definition and indentation level
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est31 authored
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ShadowNinja authored
Throwing a LuaError calls destructors as it propagates up the stack, wheres lua_error just executes a longjmp.
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Jean-Patrick Guerrero authored
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Rui914 authored
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- Mar 05, 2016
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srfqi authored
Missing `valleys` in `settingtypes.txt` and `minetest.conf.example`.
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Jean-Patrick Guerrero authored
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MoNTE48 authored
* 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.
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- Mar 04, 2016
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Duane Robertson authored
Increase maximum spawn altitude to reduce spawn issues.
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paramat authored
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- Mar 03, 2016
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Jeija authored
Fixes #3764
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ShadowNinja authored
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ShadowNinja authored
This function could be used to steal insecure environments from trusted mods.
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ShadowNinja authored
This still only supports 256 characters, but that's because Irrlicht's clipboard handlers don't support wide characters.
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