- Jan 29, 2016
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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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Ian giestas pauli authored
Currently translated at 41.6% (328 of 787 strings)
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Ian giestas pauli authored
Currently translated at 26.6% (210 of 787 strings)
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Ian giestas pauli authored
Currently translated at 23.6% (186 of 787 strings)
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Rui authored
Currently translated at 43.4% (342 of 787 strings)
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Rui authored
Currently translated at 42.0% (331 of 787 strings)
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Peter Mikkelsen authored
Currently translated at 30.1% (237 of 787 strings)
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Jun Zhang authored
Currently translated at 34.8% (274 of 787 strings)
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- Jan 24, 2016
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Diego Martínez authored
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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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est31 authored
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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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Pinky Snow authored
corrected this bit reflect the function properly.
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Rogier authored
The save button is now fully functional again when an error message is shown. After an invalid value is entered in the settings tab dialog, the GUI label for the error message that is shown was partly overlapping the 'save' button, so that the top half of the button could not be clicked on.
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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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Rogier authored
Changes: - Accept setting an empty flags-type value in the settings tab if the variable specification permits it - Don't accept substrings of flag values E.g. with values: 'one,two,three', 'hree', 'w', etc. used to be accepted. Not any more - Don't accept flags with random pattern-matching special characters E.g. with values: 'one,two,three', 'on.', '(o)[n]e*' etc. used to be accepted. Not any more.
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Rogier authored
- Accept numbers prefixed with '+' - Accept multiple spaces instead of just a single one where spaces are expected - Allow flags to have an empty default value
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- Jan 09, 2016
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ASL97 authored
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ShadowNinja authored
I apparently forgot to add this file in my previous commit (bd40ee2b).
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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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Pavel Puchkin authored
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sfan5 authored
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