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  1. Oct 27, 2016
    • Dániel Juhász's avatar
      Cleanup · bcb06aeb
      Dániel Juhász authored
      bcb06aeb
    • Dániel Juhász's avatar
      Use node lighting for liquid spreading · be39f613
      Dániel Juhász authored
      This commit modifies the liquid transforming procedure to light and
      unlight nodes instead of whole map blocks.
      be39f613
    • Dániel Juhász's avatar
      Improved lighting · c071efaa
      Dániel Juhász authored
      This commit rewrites the procedure that is responsible for light
      updating.
      
      this commit
      -provides iterative solutions for unlighting and light spreading
      -introduces a new priority queue-like container for the iteration
      -creates per-node MapBlock caching to reduce retrieving MapBlocks from
      the map
      -calculates with map block positions and in-block relative node
      coordinates
      -skips light updating if it is not necessary since the node's new light
      will be the same as its old light was
      c071efaa
  2. Oct 25, 2016
  3. Oct 21, 2016
    • paramat's avatar
      Damage flash: Reduce maximum alpha. Avoid fade overload · 0c763031
      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.
      0c763031
  4. Oct 20, 2016
  5. Oct 19, 2016
  6. Oct 17, 2016
  7. Oct 16, 2016
  8. Oct 13, 2016
  9. Oct 12, 2016
  10. Oct 11, 2016
  11. Oct 09, 2016
    • Loïc Blot's avatar
      A little cleanup since previous commit · 1b450861
      Loïc Blot authored
      1b450861
    • Loïc Blot's avatar
      Environment cleanup · 70f104be
      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.
      70f104be
    • Rui's avatar
      Remove unused parameter of GUIVolumeChange · b3fc1334
      Rui authored
      b3fc1334
  12. Oct 08, 2016
  13. Oct 06, 2016
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