- May 20, 2016
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Zeno- authored
Version 1.8.2 of irrlicht changed the way that IGUIStaticText::getTextHeight() works and since that release properly deals with newlines. From irrlicht changes.txt for 1.8.2, "IGUIStaticText::getTextHeight returns now the correct height for texts with newlines even WordWrap is not set."
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- May 17, 2016
- May 11, 2016
- May 09, 2016
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SmallJoker authored
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- May 08, 2016
- May 07, 2016
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MoNTE48 authored
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Nathanaëlle Courant authored
Doing it the other way round was a mistake, since it breaks minetest.formspec_escape with escape sequences that contain special characters.
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Nathanaëlle Courant authored
This makes it work even if it contains escape sequences, which didn't work before.
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- May 06, 2016
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MoNTE48 authored
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- May 05, 2016
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est31 authored
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- May 04, 2016
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Zeno- authored
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- May 03, 2016
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paramat authored
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- May 02, 2016
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- May 01, 2016
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Kahrl authored
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Auke Kok authored
The path finding code works fairly well except that it considers anythin not CONTENT_AIR to be "above the surface". This results in paths that are unwalkable for entities since e.g. plants are not walkable. The path would force them to jump on top of grass plants, etc.. The obvious solution is not to use CONTENT_AIR as a criteria, but instead distinguish between walkable and non-walkable nodes. This results in paths that properly walk through grass nodes. This was extensively tested by a flock of electric sheep. Note that for underwater purposes this changes the behaviour from "the surface is walkable" to "ignore water entirely" making the path go across the water bottom, and pathing fail likely from the water surface. This is intentional.
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est31 authored
Before, the GridNodes were stored in vector<vector<vector<T>>>, and initialized in advance. Putting three vectors inside each other puts lots of unneccessary stress onto the allocator, costs more memory, and has worse cache locality than a flat vector<T>. For larger search distances, an the array getting initialized means essentially O(distance^3) complexity in both time and memory, which makes the current path search a joke. In order to really profit from the dijkstra/A* algorithms, other data structures need to be used for larger distances. For shorter distances, a map based GridNode storage may be slow as it requires lots of levels of indirection, which is bad for things like cache locality, and an array based storage may be faster. This commit does: 1. remove the vector<vector<vector<T>>> based GridNodes storage that is allocated and initialized in advance and for the whole possible area. 2. Add a vector<T> based GridNodes storage that is allocated and initialized in advance for the whole possible area. 3. Add a map<P,T> based GridNodes storage whose elements are allocated and initialized, when the path search code demands it. 4. Add code to decide between approach 2 and 3, based on the length of the path. 5. Remove the unused "surfaces" member of the PathGridnode class. Setting this isn't as easy anymore for the map based GridNodes storage.
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est31 authored
There is no need to reinvent the wheel here, we have great classes from irrlicht.
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est31 authored
* Fix naming style for methods and classes: Use camelCase for methods and PascalCase for classes as code style demands it. And use sneak_case for methods that are not member of a class. * Replace "* " with " *" for Pointers * Same for references * Put function body opening braces on new line * Other misc minor non functional style improvements
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est31 authored
There is no need to put them into the header, they are solely used inside the pathfinder. Another advantage of this change is that only the pathfinder.cpp has to be compiled if PATHFINDER_DEBUG gets defined or undefined, not all files including the .h. This commit moves the pathfinder classes to the cpp file without modifications. Also, the PATHFINDER_DEBUG macro gets moved to the cpp file and the PATHFINDER_CALC_TIME macro gets moved to a plce where it actually does work.
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Zeno- authored
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gregorycu authored
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- Apr 30, 2016
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ShadowNinja authored
I broke this in 46fd114e.
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Zeno- authored
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- Apr 29, 2016
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paramat authored
Correct parameter names mg_valleys to mgvalleys Remove biome NoiseParams from MapgenValleysParams Improve format of parameter code
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- Apr 28, 2016
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ShadowNinja authored
This often broke the threading tests on OSX.
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SmallJoker authored
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- Apr 27, 2016
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obneq authored
Rebased by Zeno (2016-04-2016)
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- Apr 26, 2016
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Xunto authored
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- Apr 25, 2016
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SmallJoker authored
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- Apr 24, 2016
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gregorycu authored
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- Apr 23, 2016
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Nathanaëlle Courant authored
Also, change the escape character to the more standard \x1b Thus, it can be used in the future for translation or colored text, for example.
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Xunto authored
Fix bug that was leading to oversized tooltips containing multiline text when it have multiple lines
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- Apr 21, 2016
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Nathanaëlle Courant authored
Previously, race conditions occurred inside logging, that caused segfaults because a thread was trying to use an old pointer that was freed when the string was reallocated. Using a fixed-length buffer avoids this, at the cost of cutting too long messages over seveal lines.
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paramat authored
The shadow bug at y = 63 was caused by dark air being placed as dust, when the biome dust was unspecified it was falling back to 'air' In dustTopNodes only dust == 'ignore' will disable dust placement
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- Apr 20, 2016
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paramat authored
Previous mountain terrain generation was by necessity placing stone in air, this was removing air from any overgenerated structures such as tunnels, dungeons and large caves Moving it into the base terrain generation loop ensures that only 'ignore' is replaced generateRidgeTerrain: only return if node_max.Y < water_level - 16 Previously, if water level was set a few nodes above a mapchunk border the river channel was only partially excavated
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