- Feb 14, 2016
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Loïc Blot authored
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RealBadAngel authored
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- Feb 13, 2016
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RealBadAngel authored
Fixes #3701.
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RealBadAngel authored
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est31 authored
Thanks @ExcaliburZero for noticing. Fixes #3698.
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- Feb 11, 2016
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Loïc Blot authored
* Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
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Loïc Blot authored
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RealBadAngel authored
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RealBadAngel authored
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RealBadAngel authored
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paramat authored
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Diego Martínez authored
This makes the functions a bit faster since they don't have to recreate the tables every invocation, and makes the code more readable. Also, document `wallmounted_to_dir`. The function was implemented but not documented in `lua_api.txt`.
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Kahrl authored
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Kahrl authored
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- Feb 10, 2016
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Auke Kok authored
Introduce a new contentfeatures version (8). When clients connect using v27 protocol version, they can assume that the tiledef.backface_culling is trustable, but if clients connect to servers providing contentfeatures version 7, then the v27 clients know that backface culling settings provided by the server in tiledefs are bogus for mesh, plantlike, firelike or liquid drawtype nodes. thanks to hmmmm, est31, nerzhul. Tested on new client - new server, new client - old server old client - new server.
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- Feb 09, 2016
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Loïc Blot authored
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Loïc Blot authored
Also use string::empty method, it is better than comparing with empty strings.
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RealBadAngel authored
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RealBadAngel authored
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Kahrl authored
All places that lock this mutex are only called by the main thread: ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().
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paramat authored
To avoid spawn search failing in new specialised mapgens Increase spawn search range to 4000 nodes Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen and all mapgens Remove getGroundLevelAtPoint() functions from all mapgens except mgv6 (possibly to be re-added later in the correct form to return actual ground level) Make mgvalleys flag names consistent with other mapgens Remove now unused 'vertical spawn range' setting
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- Feb 08, 2016
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RealBadAngel authored
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RealBadAngel authored
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Diego Martínez authored
The engine implementation of `print` packs the varargs into a table and passes the table directly to `table.concat`. If you pass any value not supported by `table.concat` (particularly `nil`), the server crashes. This is unexpected behavior, as `print` is supposed to be able to work with anything. This patch changes the implementation so it first converts all arguments using `tostring`, which fixes the issue and makes the custom `print` function compatible with the stock Lua behavior.
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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 04, 2016
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Splizard authored
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Pavel Puchkin 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
I could honestly not make much sense of the timer implementation that was here. Instead I've implemented the type of timer algorithm that I've used before, and tested it instead. The concept is extremely simple: all timers are put in an ordered list. We check every server tick if any of the timers have elapsed, and execute the function associated with this timer. We know that many timers by themselves cause new timers to be added to this list, so we iterate *backwards* over the timer list. This means that new timers being added while timers are being executed, can never be executed in the same function pass, as they are always appended to the table *after* the end of the table, which we will never reach in the current pass over all the table elements. We switch time keeping to minetest.get_us_time(). dtime is likely unreliable and we have our own high-res timer that we can fix if it is indeed broken. This removes the need to do any sort of time keeping.
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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 25, 2016
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Paolo DGZ authored
Currently translated at 52.0% (410 of 787 strings)
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Kisbenedek Márton authored
Currently translated at 32.4% (255 of 787 strings)
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Tobyplowy authored
Currently translated at 95.5% (752 of 787 strings)
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