- Nov 04, 2016
- Nov 02, 2016
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Brandon authored
Add minetest.get_server_uptime() function to Lua API
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- Nov 01, 2016
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ShadowNinja authored
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- 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