Skip to content
Snippets Groups Projects
  1. Oct 31, 2016
  2. Oct 30, 2016
    • Loïc Blot's avatar
      Fix overloading problems mentioned by clang · 595932a8
      Loïc Blot authored
      595932a8
    • Loïc Blot's avatar
      PlayerSAO/LocalPlayer refactor: (#4612) · 9d25242c
      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
      9d25242c
  3. Oct 25, 2016
  4. Oct 16, 2016
    • Rogier's avatar
      Emergeblocks: Fix occasional crash · 4b17105d
      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).
      4b17105d
  5. Oct 13, 2016
  6. Oct 08, 2016
  7. Oct 06, 2016
  8. Oct 05, 2016
  9. Sep 14, 2016
  10. Sep 09, 2016
  11. Sep 08, 2016
  12. Aug 26, 2016
    • Auke Kok's avatar
      Make plantlike drawtype more fun · e58a55aa
      Auke Kok authored
      Adds several new ways that the plantlike drawtype mesh can be changed.
      
      This requires paramtype2 = "meshoptions" to be set in the node
      definition. The drawtype for these nodes should be "plantlike".
      
      These modifications are all done using param2. This field is now
      a complex bitfield that allows some or more of the combinations to
      be chosen, and the mesh draw code will choose the options based as
      neeeded for each plantlike node.
      
      bit layout:
      bits 0, 1 and 2 (values 0x1 through 0x7) are for choosing the plant
      mesh shape:
        0 - ordinary plantlike plant ("x" shaped)
        1 - ordinary plant, but rotated 45 degrees ("+" shaped)
        2 - a plant with 3 faces ("*" shaped)
        3 - a plant with 4 faces ("#" shaped)
        4 - a plant with 4 faces ("#" shaped, leaning outwards)
        5 through 7 are unused and reserved for future mesh shapes.
      
      bit 3 (0x8) causes the plant to be randomly offset in the x,z
      plane. The plant should fall within the 1x1x1 nodebox if regularly
      sized.
      
      bit 4 (0x10) causes the plant mesh to grow by sqrt(2), and will cause
      the plant mesh to fill out 1x1x1, and appear slightly larger. Texture
      makers will want to make their plant texture 23x16 pixels to have the
      best visual fit in 1x1x1 size.
      
      bit 5 (0x20) causes each face of the plant to have a slight negative
      Y offset in position, descending up to 0.125 downwards into the node
      below. Because this is per face, this causes the plant model to be
      less symmetric.
      
      bit 6 (0x40) through bit 7 (0x80) are unused and reserved for
      future use.
      
      !(https://youtu.be/qWuI664krsI)
      e58a55aa
  13. Aug 18, 2016
  14. Aug 10, 2016
    • David Carlier's avatar
      couple of memory leaks fixes. · 48b3bb98
      David Carlier authored
      48b3bb98
    • Tomas's avatar
      Lua->C getintfield() use lua_tointeger (#4408) · c013c73f
      Tomas authored
      previously function used tonumber which returned float
      this caused errors in large numbers and resulted in
      obj-def-handlers being invalid when retrived from lua tables in c
      c013c73f
    • Rogier's avatar
      Fixes for compiling with a newer (system) jsoncpp (#4429) · 4503b509
      Rogier authored
      * Move included json code to jsoncpp subdirectory
      
      This is needed to avoid having to specify the minetest src directory
      as a system include when fixing the json includes.
      
      * Fix json includes
      
      They used "", so that the compiler searches the project's directory
      first. The result was that when compiling with a system jsoncpp,
      the project's own version of json.h was still included, instead of
      the system version.
      
      The includes now use <>, so a system location, or one specified with
      '-Ilocation' is searched only.
      
      * Fix for jsoncpp deprecated function warning
      
      When compiling with a newer version of jsoncpp (and
      ENABLE_SYSTEM_JSONCPP=true), jsoncpp emits a warning
      about a deprecated function that minetest uses.
      4503b509
    • Loïc Blot's avatar
      Permit usage of std::unordered_map & std::unorderered_set on c++11 compilers (#4430) · 058a869b
      Loïc Blot authored
      This fallback to std::map & std::set for older compilers
      
      Use UNORDERED_SET as an example in decoration and ore biome sets
      
      Use UNORDERED_MAP as an example in nameidmapping
      058a869b
  15. Aug 04, 2016
  16. Jul 05, 2016
    • Foghrye4's avatar
      Adding minetest.clear_craft · 281e9f39
      Foghrye4 authored
      Modifications by est31: grammar fixes in doc + error messages and
      a little style fix, no functional change.
      281e9f39
  17. Jul 03, 2016
    • kwolekr's avatar
      Add MapSettingsManager and new mapgen setting script API functions · 3c63c304
      kwolekr authored
      This commit refactors the majority of the Mapgen settings system.
      - MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
        instead of the EmergeManager.
      - New Script API functions added:
          core.get_mapgen_setting
          core.get_mapgen_setting_noiseparams,
          core.set_mapgen_setting, and
          core.set_mapgen_setting_noiseparams.
      - minetest.get/set_mapgen_params are deprecated by the above new functions.
      - It is now possible to view and modify any arbitrary mapgen setting from a mod,
        rather than the base MapgenParams structure.
      - MapgenSpecificParams has been removed.
      3c63c304
    • kwolekr's avatar
      Mapgen: Refactor mapgen creation and management · 92705306
      kwolekr authored
      - Move mapgen creation logic out of EmergeManager and into Mapgen
      - Internally represent mapgen type as an enum value, instead of a string
      - Remove the need for a MapgenFactory per mapgen
      92705306
  18. Jun 24, 2016
  19. Jun 12, 2016
  20. Jun 11, 2016
  21. Jun 05, 2016
    • paramat's avatar
      Biome API: Add per-biome riverbed material and depth · d24f3841
      paramat authored
      Mgvalleys: Remove riverbed sand placement from base terrain generation
      Riverbed material placement moved to MapgenBasic::generateBiomes()
      Document fields and add note that the biome API is still unstable
      d24f3841
  22. Jun 04, 2016
  23. May 30, 2016
    • est31's avatar
      Add minetest.check_password_entry callback · 27db9292
      est31 authored
      Gives a convenient way to check a player's password.
      
      This entirely bypasses the SRP protocol, so should be used
      with great care.
      
      This function is not intended to be used
      in-game, but solely by external protocols, where no
      authentication of the minetest engine is provided, and
      also only for protocols, in which the user already gives the
      server the plaintext password.
      
      Examples for good use are the classical http form, or irc,
      an example for a bad use is a password change dialog inside
      formspec.
      
      Users should be aware that they lose the advantages of the SRP
      protocol if they enter their passwords for servers outside the
      normal entry box, like in in-game formspec menus,
      or through irc /msg s,
      
      This patch also fixes an auth.h mistake which has mixed up the
      order of params inside the decode_srp_verifier_and_salt function.
      
      Zeno-: Added errorstream message for invalid format when I committed
      27db9292
    • Zeno-'s avatar
      Remove unused code in s_security.cpp (#4172) · a9bc7dc4
      Zeno- authored
      Note that the macro CHECK_FILE_ERR implements the code removed
      a9bc7dc4
  24. May 28, 2016
    • Auke Kok's avatar
      Particles: Add option to remove particles on collision · d499ec48
      Auke Kok authored
      Adds the particle option `collision_removal = bool`
      
      Some particles are hard to use right now since they either go through
      solid blocks (without collision detection), and with collision
      detection enabled they (e.g. raindrops) would just stop dead on the
      floor and sit there until they expire, or worse, scrape along a wall
      or ceiling.
      
      We can solve the problem by adding a boolean flag that tells the
      particle to be removed if it ever collides with something. This will
      make it easier to add rain that doesn't fall through your roof or stick
      on the top of it. Or clouds and smoke that don't go through trees.
      
      Particles that collide with this flag are marked expired
      unconditionally, causing them to be treated like normal expired
      particles and cleaned up normally.
      
      Documentation is adjusted accordingly.
      
      An added bonus of this patch is that particles can potentially collide
      many times with nodes, and this reduces the amount of collisions to 1
      (max), which may end up reducing particle load on the client.
      d499ec48
    • red-001's avatar
      62d15ac7
    • kwolekr's avatar
      Fix MgStoneType and BiomeType enum names · 9b5c492b
      kwolekr authored
      9b5c492b
Loading