- Oct 17, 2015
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kwolekr authored
- Add "thr_" prefix to thread utility functions - Compare threadid_ts in a portable manner, where possible
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est31 authored
The invsize formspec element is outdated. Even though, it is still supported, only a deprecation warning is shown, introduced by commit [1]. The lua context passed to the log_deprecated method added by commit [1] is NULL for the invsize deprecation warning, as its run on the client and not the server. Commit [1] has removed checks for NULL inside the log_deprecated method, resulting in a crash when a formspec with an invsize element is parsed. This commit puts the check back. Fixes #3260. Referenced commits: [1]: b5acec0a "Add proper lua api deprecated handling" [2]: 7b8d3729 "Use warningstream for deprecated field messages and refactor log_deprecated"
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- Oct 15, 2015
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est31 authored
Commit d2ca6625 "Enforce hiding nametag" didn't fix the issue for "client" instances, where the nametag update was received before the object was added to the scene. This resulted in the grey shadow on the nametag that commit tried to fix. Thanks to @neoascetic for pointing out that there still is a shadow.
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kwolekr authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
All log operations are now added to the syslog implicitly. Also, pass along mutable string to argument vector for main().
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- Oct 14, 2015
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ShadowNinja authored
These names are reserved for the compiler/library implementations.
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
Remove DTIME macro and its uses, too
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ShadowNinja authored
- Add warning log level - Change debug_log_level setting to enumeration string - Map Irrlicht log events to MT log events - Encapsulate log_* functions and global variables into a class, Logger - Unify dstream with standard logging mechanism - Unify core.debug() with standard core.log() script API
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- Oct 12, 2015
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Kahrl authored
- SRP: print the address only once, not twice - Legacy: previously the address was not printed at all - Make both messages structurally the same, to facilitate log analyzers
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paramat authored
Player now spawns on julia set due to julia offset Add commented-out '#include profiler.h' for timetaker use Use v3fs to reduce number of parameters Tune tunnel width to match mgv7
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- Oct 10, 2015
- Oct 09, 2015
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paramat authored
Update copyright years in all mapgens Add myself to copyright notices in mgv5 and mgv7
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- Oct 07, 2015
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paramat authored
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- Oct 06, 2015
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paramat authored
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- Oct 05, 2015
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paramat authored
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- Oct 04, 2015
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est31 authored
This might break some mods, but it is important for all uses of the param2 to be documented. This doesn't need a serialisation version or network protocol version change, as old clients will still work on new servers, and it is bearable to have new clients getting non rotated plants on old servers.
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kwolekr authored
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kwolekr authored
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kwolekr authored
Major refactor of emerge.cpp and Map::init/finishBlockMake
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kwolekr authored
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kwolekr authored
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- Oct 03, 2015
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ShadowNinja authored
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- Oct 02, 2015
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Duane Robertson authored
It returns the index used in mg->biomemap for a given biome name. The biomemap is useless without this unless you re-register all existing biomes, which could cause problems for anyone else trying to use biomemap. With this, you can quickly create a lookup table of ids and names.
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SmallJoker authored
Also add PATH_DELIM for Windows compatibility.
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paramat authored
Get facedir by using lowest 5 bits of param2 and limiting to 23 More robust, frees up higher param2 bits for other uses Change lookup table and table index to u8
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- Sep 30, 2015
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est31 authored
-> Remove memory allocation bugs -> Merge changes from upstream, enabling customizeable memory allocation
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- Sep 29, 2015
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est31 authored
1. Check for entity addition success in spawn_item implementation 2. Check for success in item_drop callback, so that the player doesn't lose the item if they are outside bounds and try to drop it. 3. When existing player joins game, check that their position is inside map bounds. If not, set their position to the return value of findSpawnPos(). 4. Make findSpawnPos() respect the border 2 fixes a lua crash if a player drops an item outside map bounds. 3 fixes an assertion crash if a player leaves when being outside map bounds, and then rejoins.
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Kahrl authored
Because the count is serialized as u16, this would cause overflow. If minetest later deserialized a mapblock with an incorrect static object count, it would be unable to find the NameIdMapping (which comes after the StaticObjectList) and abort with an error such as "Invalid block data in database: unsupported NameIdMapping version" (issue #2610).
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- Sep 27, 2015
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paramat authored
Sidelen larger than 16 is essential for low density decorations With sidelen > 16 chunksize may not be divisable by sidelen if chunksize is changed, in this situation setting sidelen = chunksize is desirable and should not create error messages.
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est31 authored
Change a remaining assert(0) call to FATAL_ERROR(msg). There was a regression since commit ced6d202 "For usages of assert() that are meant to persist in Release builds (when NDEBUG is defined), replace those usages with persistent alternatives" where when an "uncatched" exception is thrown inside a "side thread", the program doesn't abort anymore. This led to the problem @netinetwalker experienced where the emergethread got an unhandled exception for loading a mapblock while redis was loading, (see #3196) and then jmped outside its loop to work down its queue. This resulted in the server not doing any emerges anymore.
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- Sep 26, 2015
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est31 authored
Thanks to @netinetwalker for spotting the error, proposing a fix, and testing it. Error due to @est31's merging changes to PR #3202 to add more error reporting for invalid reply types, commit: 524a7656 "redis: throw error if block request failed" Now we branch out on the valid reply type "not found".
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Christof Kaufmann authored
On world load the collision code can not see node boxes, since the nodes have not been loaded. Thus it collided only at the next full node. However, standing on a slab on world load leaded to sinking into it until the world finished loading. Then one maybe fell further, if the node below was not walkable. Now, with this commit, when no node around the player has been loaded it simply does not move the player.
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netinetwalker authored
Fixes #3196. Before, we didn't throw an error, and the engine thought the block isn't occupied. But in fact it might be that redis is still loading, and the block does exist in the database. The result was a cheesy map.
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- Sep 23, 2015