- Feb 08, 2016
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RealBadAngel authored
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RealBadAngel authored
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est31 authored
-> Replace the three bool params with an enum -> Add struct for the static content, leads to less repetition -> cache enable_animations setting
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- Feb 07, 2016
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RealBadAngel authored
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RealBadAngel authored
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- Feb 02, 2016
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Duane Robertson authored
Stop riverbeds from forming plateaus under sea. Minor corrections to random lava/water placement.
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paramat authored
Tunnel 3D noises are only calculated when solid terrain is present in mapchunk, avoiding large amounts of unnecessary calculations Change 'int' to 's16' in calculateNoise Change 'i' to 'vi' for voxelmanip indexes for consistency Keep 'u32 index3d' local to a smaller part of tunnel code Mgv7: Don't call CaveV7 if no solid terrain in mapchunk Give 'open' bool a more descriptive name
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- Jan 31, 2016
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Duane Robertson authored
Replace simple caves with V5 caves, adding unpredictable water and lava settings and massive caves based on subterrain. Remove fast terrain mode and accompanying settings. Remove superfluous temperature/humidity settings. Remove lava/water height setting. Fix errors in humidity handling and remove humidity_break_point setting. Move cave noises to generateCaves. Fix minor formatting/naming issues and use MYMAX/MYMIN/myround.
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- Jan 29, 2016
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Pavel Puchkin authored
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est31 authored
Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
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Auke Kok authored
clock_gettime() is a far better clock than gettimeofday(). Even better than clock_gettime() is that you can select either CLOCK_MONOTONIC, or even CLOCK_MONOTONIC_RAW. These clocks offer high precision time. And the _RAW variant will never roll back due to NTP drift or daylight savings, or otherwise. I've adjusted this code to select the right clock method auto- matically based on what's available in the OS. This means that if you're running a very old linux version, MacOS or other, you will automatically get the best clocksource available. I've tested all Linux clocksources by selectively compiling and running a 10k+ timer test suite. In all cases I confirmed that the 3 POSIX Linux clocksources worked properly, and were selected properly. I've modified the OS X compile path to use the high-res clock source for all time functions, but I can't confirm it works or that it compiles. As for WIN32, I confirmed that the used clocksource is indeed a Monotonic clocksource, so good news: that code section appears to be exactly what it should be.
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- Jan 28, 2016
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est31 authored
`errorstream` must not be overly verbose as clientside it is directly printed onto the ingame chat window. These days, the serverlist can contain > 200k bytes, so better print it to warningstream if the data buffer is too long.
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- Jan 23, 2016
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Auke Kok authored
Outdated servers are always sending tiledefs with culling enabled no matter what, as the value was previously entirely ignored. To compensate, we must (1) detect that we're running against an old server with a new client, and (2) disable culling for mesh, plantlike, firelike and liquid draw types no matter what the server is telling us. In order to achieve this, we need to bump the protocol version since we cannot rely on the tiledef version, and test for it being older. I've bumped the protocol version, although that should have likely happened in the actual change that introduced the new backface_culling PR #3578. Fortunately that's only 2 commits back at this point. We also explicitly test for the drawtype to assure we are not changing the culling value for other nodes, where it should remain enabled. This was tested against various pub servers, including 0.4.13 and 0.4.12. Fixes #3598
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RealBadAngel authored
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est31 authored
Previous commits broke it... :(
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- Jan 20, 2016
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paramat authored
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Auke Kok authored
Backface culling is enabled by default for all tiles, as this is how the lua parser initializes each tiledef. We revert to always using the value from the tiledef since it is always read and serialized. Mods that wish to enable culling for e.g. mesh nodes, now can specify the following to enable backface culling: tiles = {{ name = "tex.png", backface_culling = true }}, Note the double '{' and use of 'name' key here! In the same fashion, backface_culling can be disabled for any node now. I've tested this against the new door models and this properly allows me to disable culling per node. I've also tested this against my crops mod which uses mesh nodes where culling needs to be disabled, and tested also with plantlike drawtype nodes where we want this to continue to be disabled. No default setting has changed. The defaults are just migrated from nodedef.cpp to c_content.cpp.
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- Jan 19, 2016
- Jan 18, 2016
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RealBadAngel authored
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Duane Robertson authored
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RealBadAngel authored
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- Jan 16, 2016
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Duane Robertson authored
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- Jan 15, 2016
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sfan5 authored
fixes minetest/minetest_game#786
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Kahrl authored
cloneMesh() has to use a switch in order to create a different mesh buffer type depending on vertex type. (Credit: the new cloneMesh was written by RealBadAngel.) To avoid repetitive code, all other methods use getVertexPitchFromType() to automatically adapt the indexing to the vertex type at runtime.
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- Jan 14, 2016
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Duane Robertson authored
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paramat authored
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- Jan 11, 2016
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paramat authored
Lua_api.txt: Document 'minetest.registered_biomes' Minimal: Remove 'mapgen_air' alias Cavegen: Add fallback node for 'mapgen_ice' Dungeongen: Add fallback node for 'mapgen_river_water_source' Mgv5: Remove unnecessary '#include util/directiontables.h' Add missing 'this->'s in makeChunk() Mgv6: Edit empty line formatting Remove leading spaces in makeChunk() Add missing spaces after 'for' and 'if' Mgv7: Edit empty line formatting
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- Jan 10, 2016
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paramat authored
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- Jan 09, 2016
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ASL97 authored
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Dalai Felinto authored
The pageflip mode requires a stereo quadbuffer, and a modern graphic card. Patch tested with NVidia 3D Vision. The mini-map is not drawn, but that's what is done for topbottom and sidebyside modes as well. Also most of the time the user would prefer the HUD to be off. That's for the user to decide though, and toggle it manually. Finally, the interocular distance (aka eye separation) is twice as much as the "3d_paralax_strength" settings. I find this a strange design decision. I didn't want to chance this though, since it's how the other 3d modes interpret this settings.
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gregorycu authored
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- Jan 08, 2016
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est31 authored
Previously, we assumed that reply->str was NULL terminated. However, this turned out to be not true, as users reported crashes in strlen connected to where reply->str was appended to an std::string. Use the method recomended by the docs, to read the length separately.
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- Jan 07, 2016
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paramat authored
Add new node property 'floodable', default false Define "air" as floodable = true in C++ and lua
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- Jan 04, 2016
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- Jan 03, 2016
- Jan 01, 2016
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Perttu Ahola authored
Removing the target file on other platforms was enabled likely unintentionally by commit 5f1f1151. This may be the reason why there has been corruption of files on Linux on hard shutdowns. Previously I described the problem and this fix in issue #3084.
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- Dec 30, 2015
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ShadowNinja authored
If an `XDG_CACHE_HOME` can't be found or `RUN_IN_PLACE` is enabled, `path_cache` is left at its default of `$PATH_USER/cache` (at a time when `PATH_USER` is `..`), rather than being reset to `$PATH_USER/cache` after `PATH_USER` has been properly set.