- Oct 31, 2016
- Oct 30, 2016
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Loïc Blot authored
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Loïc Blot authored
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
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Hugo Locurcio authored
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- Oct 28, 2016
- Oct 27, 2016
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Loïc Blot authored
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Dániel Juhász authored
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Dániel Juhász authored
This commit modifies the liquid transforming procedure to light and unlight nodes instead of whole map blocks.
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Dániel Juhász authored
This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light was
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raymoo authored
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- Oct 26, 2016
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lhofhansl authored
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- Oct 25, 2016
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Foghrye4 authored
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Gael-de-Sailly authored
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adrido authored
This solves the problem whith building where build fails if the libaries have different names.
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lhofhansl authored
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- Oct 24, 2016
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lhofhansl authored
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- Oct 21, 2016
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paramat authored
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paramat authored
Flash alpha maximum is reduced from 180 to 127 to avoid player blindness in combat. Flash alpha minimum is unchanged. The 'damage_flash' value is now limited to max alpha, to avoid multiple hits creating a huge value that causes flash to stay at maximum alpha for a long period. Now alpha always starts to fade immediately after taking damage. Both problems can be seen in Minetest let's play videos. Simplify and optimise some code.
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- Oct 20, 2016
- Oct 19, 2016
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Foghrye4 authored
Rename "refresh" to "processInitData"
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- Oct 17, 2016
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rubenwardy authored
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lhofhansl authored
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lhofhansl authored
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- Oct 16, 2016
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ShadowNinja authored
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red-001 authored
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Rogier authored
Modification of the emergeblocks internal state was not protected by a lock, causing a race condition. This can be reproduced by repeatedly running emergeblocks for an already-generated section of the map (with multiple emerge threads).
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- Oct 15, 2016
- Oct 14, 2016
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tenplus1 authored
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- Oct 13, 2016
- Oct 12, 2016
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sfan5 authored
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- Oct 11, 2016
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red-001 authored
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SmallJoker authored
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Rogier authored
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- Oct 09, 2016
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Loïc Blot authored
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Loïc Blot authored
* Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
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