- Mar 25, 2016
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Ian giestas pauli authored
Currently translated at 70.6% (611 of 865 strings) This is a merger of 2 commits.
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Jean-Baptiste authored
Currently translated at 92.4% (800 of 865 strings) This is a merger of 3 commits.
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akiyama akira authored
Currently translated at 34.4% (298 of 865 strings) This is a merger of 6 commits.
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Thibault Noel authored
Currently translated at 89.1% (771 of 865 strings) This is a merger of 2 commits.
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Joan Ciprià Moreno Teodoro authored
Currently translated at 36.6% (317 of 865 strings) This is a merger of 2 commits.
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Rui authored
Currently translated at 51.2% (443 of 865 strings) This is a merger of 2 commits.
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Lucas Montenegro authored
Currently translated at 46.1% (399 of 865 strings) This is a merger of 3 commits.
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Lordmusic Player authored
Currently translated at 23.2% (201 of 865 strings) This is a merger of 2 commits.
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Elia Zammuto authored
Currently translated at 47.9% (415 of 865 strings)
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srfqi authored
Currently translated at 47.9% (415 of 865 strings)
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Jeff Huang authored
Currently translated at 100.0% (865 of 865 strings) This is a merger of 2 commits.
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Kisbenedek Márton authored
Currently translated at 74.9% (648 of 865 strings) This is a merger of 3 commits.
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Jakub Vaněk authored
Currently translated at 54.1% (468 of 865 strings)
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ShadowNinja authored
Currently translated at 45.3% (392 of 865 strings)
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Wuzzy authored
Currently translated at 100.0% (865 of 865 strings) This is a merger of 3 commits.
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- Mar 24, 2016
- Mar 21, 2016
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Auke Kok authored
This allows the player to more easily target and punch connected nodeboxes, especially if they have a fixed nodebox that is very small, like technic cabling, or xpanes. Tried it on fences and my xpane conversion, and happy with the result.
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paramat authored
A bool for 'in or under tunnel' was missing 1-node-deep stone ledges were being replaced with biome surface material
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- Mar 20, 2016
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ShadowNinja authored
Changes: * Fix indentation. * Pass strings by const reference. * Merge Strfnd and WStrfnd into one class instead of copying them. * Remove trailing spaces. * Fix variable names. * Move to util. * Other miscellaneous style fixes.
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ShadowNinja authored
Exit if cd fails and don't insert '\' in string.
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- Mar 19, 2016
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paramat authored
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Rui914 authored
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paramat authored
To avoid bright caves at mapchunk borders when generating mapchunks upwards
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Auke Kok authored
ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to run at every 1.0s. Block mgmt is running every 2.0sec. However, these timers can be better tuned for both higher and lower values by server owners. Some server owners want to, and have the resources to send more packets per second to clients, and so they may wish to send smaller updates sooner. Right now all ABM's are coalesced into 1.0 second intervals, resulting in large send queues to all clients. By reducing the amount of possible timers, one can get a far better response rate and lower the perception of lag. On the other side of the camp, some servers may want to increase these values, which again isn't easily doable. The global settings abm_interval and nodetimer_interval are set to current values by default. I've tested with 0.2/0.5 type values and noticed a greatly improved response and better scattering of nodetimers, as well as enjoying not faceplanting into doors with pressure plates anymore.
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est31 authored
Before it rendered very badly in HTML. Also point out what vector.round does.
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- Mar 16, 2016
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est31 authored
Before, customisation of DOCDIR did not lead to changes of the EXAMPLE_CONF_DIR default value. This was inconsistent with expected behaviour if you didn't know of the existence of the EXAMPLE_CONF_DIR variable. The confusion is very strong, as (for not in place builds) both DOCDIR and EXAMPLE_CONF_DIR share the same default value, it is unexpected that setting CUSTOM_DOCDIR changes the location of all documentation files but one. The best meaning of EXAMPLE_CONF_DIR is to further allow customization of the mt.conf.example storage place, but otherwise keep defaulting to whatever DOCDIR is set to, at least for not in place builds. This patch implements that behaviour. Fixes #3863.
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- Mar 15, 2016
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Nathanaëlle Courant authored
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est31 authored
The legacy init packet (pre v25) sends information about the client's password that a server could use to log in to other servers if the username and password are the same. All the other benefits of SRP of protocol v25 are missed if the legacy init packet is still sent during connection creation. This patch adds an option to not send the v25 init packet. Not sending the v25 packet means breaking compat with pre v25 servers, but as the option is not enabled by default, no servers are affected unless the user explicitly flips the switch. More than 90% of the servers on the serverlist support post v25 protocols. The patch also fixes a bug with greying out of non compliant servers being done wrongly, the min and max params were mixed.
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est31 authored
Fix two bugs related to the reconnect feature introduced by commit 3b50b276 "Optional reconnect functionality" 1. Set the password to the stored one Before, we have done the reconnect attempt with a cleared password, so using the feature would only work if you had an empty password. Thanks to @orwell96 for reporting the bug. 2. Reset the reconnect_requested flag after its use the_game only writes to the reconect_requested flag if it sets it to true. It never sets it to false. If the flag is not reset after its use, all "reset"s to the main menu will look like the server had requested a reconnect.
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est31 authored
* No function overloading * Adhere coding style and with method names following lowercase_underscore_style * Use std::string in external API, handling these is much more fun
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- Mar 14, 2016
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paramat authored
Don't excavate the overgenerated stone at node_max.Y + 1, this creates a 'roof' over the tunnel, preventing light in tunnels at mapchunk borders when generating mapchunks upwards.
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HybridDog authored
Only set back position when sneaking if player wasn't teleported by adding and using a bool "got_teleported" to player it fixes #2876
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Auke Kok authored
1. Copy-paste error: properly test for back-connection. In the case of two different connected nodebox types, we want to assure that if A connects to B, that B also connects to A. This test was accidentally not implemented correctly. 2. Clear the connects_to_ids before deserializing. With each new connected node, the deserialization code added more and more targets to the map, since the map wasn't cleared in between deserialization steps. This caused e.g. wall blocks to connect to things in the fence connects_to map.
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- Mar 12, 2016
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Jeija authored
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Diego Martínez authored
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Auke Kok authored
NDT_CONNECTED attempts to connect to any side of nodes that it can connect to, which is troublesome for FACEDIR type nodes that generally may only have one usable face, and can be rotated. We introduce a node parameter `connect_sides` that is valid for any node type. If specified, it lists faces of the node (in "top", "bottom", "front", "left", "back", "right", form, as array) that connecting nodeboxes can connect to. "front" corresponds to the south facing side of a node with facedir = 0. If the node is rotatable using *simple* FACEDIR, then the attached face is properly rotated before checking. This allows e.g. a chest to be attached to only from the rear side.
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Auke Kok authored
We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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ShadowNinja authored
The MainMenuManager set the console invisible when a formspec opened over it, but didn't properly close it, and the chat console never set itself visible again.
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paramat authored
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