- Apr 12, 2015
- Apr 11, 2015
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Loïc Blot authored
If the player is disconnected while Lua API is doing a l_punch call, for example, the playersao is NULL and the server crash. Fix it.
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- Apr 08, 2015
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est31 authored
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kwolekr authored
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Dmitry Marakasov authored
Don't reinvent freetype detection, use working one from cmake.
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kwolekr authored
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- Apr 07, 2015
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Loïc Blot authored
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ShadowNinja authored
This fixes a segfault when the database is shut down before it finishes connecting and setting up.
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paramat authored
Remove large cave checks for air Mgv5/mgv7:Add is_ground_content checks to 3d noise tunnels More large caves Shorten lines
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est31 authored
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- Apr 06, 2015
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Zeno- authored
Fixes #2603
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- Apr 05, 2015
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Loïc Blot authored
Also set the packet size at creation not when pushing rawString, no functional change
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Loïc Blot authored
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Loïc Blot authored
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est31 authored
This greatly increases crafting performance, especially in worlds with many mods. Approved by @kwolekr. Introduces a hash-type-layered fall-through mechanism, where every layer specifies one hash algorithm, and the "deeper the fall", the more collisions to expect for the algorithm. One Craft definition only resides at one layer, which improves speed for lower layers (and a complete fail), due to most craft definitions residing at high layers. Due to the fall-through design, the undocumented behaviour that later craft recipes override older ones had to be weaked up a bit, but craft recipes with the same hash and layer will still override.
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est31 authored
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- Apr 03, 2015
- Apr 02, 2015
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Aaron Suen authored
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SmallJoker authored
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- Apr 01, 2015
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paramat authored
Speed-optimise leaves blits Use MMVManip for make_jungletree Use correct code style
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Zeno- authored
Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
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Loïc Blot authored
Use a common function to check the reading offset
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kwolekr authored
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Aaron Suen authored
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kwolekr authored
Also fix a memory leak Fix overloaded virtual warning in Player::move() Remove some trailing whitespace
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kwolekr authored
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kwolekr authored
- General code cleanup - Unified object creation and loading - Specifying objects in APIs is now orthogonal (i.e. anything can take an ID, name string, or the raw table definition (and automatically registers if present
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- Mar 31, 2015
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Zeno- authored
#2583
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Loïc Blot authored
Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing This remove a long existing memory copy Also check the packet size directly into Connection::Receive instead of packet processing
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Loïc Blot authored
remove command from queue on success, else do nothing, instead of remove command from queue and push it front on success
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Loïc Blot authored
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Aaron Suen authored
Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
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Zeno- authored
Filename screenshot_ + ISO 8601 format + [-serial] i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png Serial is added if the filename + timestamp already exists and is in the range 1 to 999
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kwolekr authored
Add core.clear_registered_schematics() and refactor schematics somewhat
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- Mar 30, 2015
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Loïc Blot authored
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- Mar 29, 2015
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Zeno- authored
Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping. Still requires fast move to be toggled on (and fast priv)
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