- 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
- Oct 12, 2016
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sfan5 authored
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- Oct 11, 2016
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red-001 authored
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SmallJoker authored
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Rogier authored
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- Oct 09, 2016
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Loïc Blot authored
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Loïc Blot authored
* Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
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Rui authored
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- Oct 08, 2016
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Loïc Blot authored
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Loïc Blot authored
* remove IGameDef from Player class, only LocalPlayer has it now * move many attributes/functions only used by LocalPlayer from Player to LocalPlayer * move many attributes/functions only used by RemotePlayer from Player to RemotePlayer * make some functions const * hudGetHotbarSelectedImage now returns const ref * RemotePlayer getHotbarSelectedImage now returns const ref * various code style fixes
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Loïc Blot authored
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Loïc Blot authored
* ClientEnvironment now uses UNORDERED MAP for active objects * Use RemotePlayer and LocalPlayer everywhere it's possible * Minor code style fixes * Drop Client::getBreath() unused function
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rubenwardy authored
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SmallJoker authored
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Loïc Blot authored
* Server/Client Environments now have an helper to cast Player object in the right type to use it * Server: use RemotePlayer everywhere and remove previous added casts * Client: use LocalPlayer where needed * Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
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gregorycu authored
Speed up emerge thread by using unordered map in a few places. Looking at 25% speedup in Emerge thread on Just Test.
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gregorycu authored
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Foghrye4 authored
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HybridDog authored
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Loïc Blot authored
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Loïc Blot authored
* LocalPlayer take ownership of maxHudId as it's the only caller * RemotePlayer take ownership of day night ratio as it's the only user * Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call) * getPlayerSAO is now only RemotePlayer call * get/setHotbarItemCount is now RemotePlayer owned * Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type * PlayerSAO now uses RemotePlayer instead of Player because it's only server side * ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
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paramat authored
Add missing documentation for 'register_biome' and 'clear_registered_biomes'. Add documentation for 'nodeupdate_single'. 'nodeupdate' is not yet documented due to a bug it causes.
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SmallJoker authored
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- Oct 06, 2016
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sfan5 authored
The initial problem was that mutex_auto_lock.h tries to use std::unique_lock<std::mutex> despite mutex.h not using C++11's std::mutex on Windows. The problem here is the mismatch between C++11 usage conditions of the two headers. This commit moves the decision logic to threads.h and makes sure mutex.h, mutex_auto_lock.h and event.h all use the same features.
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