- Apr 01, 2015
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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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Zeno- authored
This fixes main menu not fitting for 800x600 (and lower resolutions) on PC builds
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Zeno- authored
E.g. Sound and freetype always being disabled, redefinition of pre-processor directives
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Zeno- authored
Thanks @SmallJoker for noticing the issue
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Zeno- authored
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Zeno- authored
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Loïc Blot authored
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- Mar 28, 2015
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Loïc Blot authored
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Rui authored
Update minetest.po Update minetest.po
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Zeno- authored
Also updates and uses porting::getSupportedVideoModes()
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
This removes a lot of narrow/wide conversions where a wide string was never used.
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- Mar 27, 2015
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
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ShadowNinja authored
* Combine client and server man pages. * Update unit test options and available databases in man page. * Add `--worldname` to man page. * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`. * Disable server build by default on all operating systems. * Make `ENABLE_FREETYPE` not fail if FreeType isn't found. * Enable LevelDB, Redis, and FreeType detection by default. * Remove the `VERSION_PATCH_ORIG` hack. * Add option to search for and use system JSONCPP. * Remove broken LuaJIT version detection. * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`. * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`. * Clean up style of CMake files.
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- Mar 25, 2015
- Mar 24, 2015
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paramat authored
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Zeno- authored
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Zeno- authored
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Loïc Blot authored
Don't send an InventoryAction at each setInventoryModified, we only need one SendInventory per inventory modification Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol) This fix issue #2544
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Zeno- authored
Increases the key/buttons repeat delay for fly, noclip, fast, debug and camera buttons
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kwolekr authored
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kwolekr authored
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kwolekr authored
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