Skip to content
Snippets Groups Projects
  1. Jul 26, 2016
  2. Jul 12, 2016
    • Tim's avatar
      Builtin/profiler: Replace game profiler (#4245) · d7060c21
      Tim authored
      Use the setting "profiler.load" to enable profiling.
      Other settings can be found in settingtypes.txt.
      
      * /profiler print [filter] - report statistics to in-game console
      * /profiler dump [filter] - report statistics to STDOUT and debug.txt
      * /profiler save [format [filter]] - saves statistics to a file in your worldpath
      	* txt (default) - same treetable format as used by the dump and print commands
      	* csv - ready for spreadsheet import
      	* json - useful for adhoc D3 visualizations
      	* json_pretty - line wrapped and intended json for humans
      	* lua - serialized lua table of the profile-data, for adhoc scripts
      * /profiler reset - reset all gathered profile data.
      	This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values.
      
      [filter] allows limiting the output of the data via substring/pattern matching against the modname.
      
      Note: Serialized data structures might be subject to change with changed or added measurements.
      	csv might be the most stable, due to flat structure.
      
      Changes to the previous version include:
      
      * Updated and extended API monitoring
      * Correct calculation of average (mean) values (undistorted by idleness)
      * Reduce instrumentation overhead.
      * Fix crashes related to missing parameters for the future and occasional DIV/0's.
      * Prevent issues caused by timetravel (overflow, timejump, NTP corrections)
      * Prevent modname clashes with internal names.
      * Measure each instrumentation individually and label based on registration order.
      * Labeling of ABM's and LBM's for easier classification.
        Giving several ABM's or LBM's the same label will treat them as one.
        Missing labels will be autogenerated based on name or registration order.
      * Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it.
      * Profile the profiler to measure instrumentation overhead.
      d7060c21
  3. Jul 05, 2016
  4. Jul 04, 2016
    • est31's avatar
      Disable joysticks per default for now · f6491470
      est31 authored
      It seems that various different devices register as
      Joysticks on linux, and their presence has caused
      lots of confusion amongst minetest users.
      
      Therefore, disable the joystick feature.
      
      Closes #4261
      Closes #4221
      f6491470
  5. Jun 28, 2016
  6. Jun 24, 2016
    • paramat's avatar
      Mgflat/fractal/v7/valleys: Denser 3D noise tunnels · 9997e203
      paramat authored
      Reduce spread from 96 to primes 61 and 67 (either side of 64)
      Prime spreads help to keep 3D noise periodic features unaligned
      'cave width' 0.2 to preserve tunnel width
      Reduce octaves to 3 to improve network structure
      9997e203
  7. Jun 17, 2016
    • Auke Kok's avatar
      Builtin/game/item: Add `place_param2` nodedef field · 39a9e987
      Auke Kok authored
      This allows a nodedef to specify a fixed value for param2 to be
      used for all normal placements.
      
      There are several uses for this:
      
      - nodes that require param2 to be set to a non-zero value for
        internal mod use. E.g. leafdecay could use this to detect that
        leaves are played by players.
      - force wallmounted or facedir value at placement at placement
      
      This overrides any player look direction or other on-the-fly
      param2 setting during placement.
      39a9e987
  8. Jun 03, 2016
    • est31's avatar
      Initial Gamepad support · 2060fd9c
      est31 authored
      Adds initial ingame gamepad support to minetest.
      
      Full Formspec support is not implemented yet and
      can be added by a later change.
      2060fd9c
  9. May 31, 2016
  10. May 30, 2016
  11. May 22, 2016
  12. May 17, 2016
  13. May 16, 2016
  14. May 14, 2016
  15. May 13, 2016
    • est31's avatar
      Mainmenu: don't show change keys dialog on android · ec15e35a
      est31 authored
      The change keys dialog can't be left. It doesn't make
      much sense to show it on Android in the first place,
      therefore disable it, just like commit
      
      aed70cb0 'Disable sound and key binding settings in "pause" menu on android'
      
      has disabled it for the esc menu.
      
      Fixes #4115.
      ec15e35a
  16. May 12, 2016
  17. May 09, 2016
  18. May 01, 2016
  19. Apr 29, 2016
  20. Apr 28, 2016
  21. Apr 22, 2016
  22. Apr 21, 2016
  23. Apr 20, 2016
  24. Apr 15, 2016
    • est31's avatar
      Mainmenu: Still support favorites if send_pre_v25_init is disabled · bc4dc80c
      est31 authored
      @SmallJoker has noted a bug that servers from the (local) main menu
      favorites list can't be opened.
      
      This commit fixes the bug by disabling any main menu based protocol
      checks for servers from the favorite list.
      
      Also, it fixes a second bug that happens when a server from the
      public serverlist doesn't send its supported protocol versions,
      most likely because its running a minetest older than commit [1].
      Then we have shown an error msg that the server has enforced
      one specific protocol version. This was most likely not the case.
      
      Of course, we can't do anything better than do an assumption on
      the protocol versions if they are not known. That assumption
      should however be closest to the most often occuring case as
      possible.
      
      Also, some little cleanups.
      
      [1]: 5a0ed780 "Server: announce MIN/MAX protocol version supported to serverlist. Client: check serverlist"
      bc4dc80c
    • SmallJoker's avatar
      mainmenu: Tidy up logic in is_server_protocol_compat() (#3997) · d82c5da0
      SmallJoker authored
      Apply de morgan to simplify the logic.
      d82c5da0
  25. Apr 14, 2016
  26. Apr 11, 2016
    • Auke Kok's avatar
      Convert nodeupdate to non-recursive · d7908ee4
      Auke Kok authored
      This took me a while to figure out. We no longer visit all 9 block
      around and with the touched node, but instead visit adjacent plus
      self. We then walk -non- recursively through all neigbors and if
      they cause a nodeupdate, we just keep walking until it ends. On
      the way back we prune the tail.
      
      I've tested this with 8000+ sand nodes. Video result is here:
      
        https://youtu.be/liKKgLefhFQ
      
      Took ~ 10 seconds to process and return to normal.
      d7908ee4
  27. Apr 08, 2016
    • Rui914's avatar
      Mainmenu: Refactor tab UI code · 92d4a738
      Rui914 authored
       - Use local variables for tabs in place of globals
       - Merge together if statements where possible
       - Replace manual table searching code with indexof where possible
      92d4a738
  28. Mar 31, 2016
  29. Mar 30, 2016
  30. Mar 29, 2016
    • tenplus1's avatar
      stop falling.lua error · e72b8f25
      tenplus1 authored
      2016-03-27 15:47:01: ERROR[Main]: ServerError: Lua: Runtime error from mod '*builtin*' in callback luaentity_Step(): Node name is not set or is not a string!
      2016-03-27 15:47:01: ERROR[Main]: stack traceback:
      2016-03-27 15:47:01: ERROR[Main]: 	[C]: in function 'add_node'
      2016-03-27 15:47:01: ERROR[Main]: 	/usr/share/minetest/builtin/game/falling.lua:96: in function </usr/share/minetest/builtin/game/falling.lua:43>
      e72b8f25
  31. Mar 25, 2016
Loading