- Nov 12, 2016
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raymoo authored
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RealBadAngel authored
This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
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- Nov 11, 2016
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lisacvuk authored
* Fixed tooltips not resizing with \n * Fixed it for 1.8.4 too. * Fixed not working with Freetype disabled. * Modified it to use Zeno-'s solution.
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Rogier authored
The client would not compute the distance from the camera to to a mapblock correctly. The result was that blocks that were in view (i.e. not beyond the fog limit) would not be rendered. With the improved distance computation, a range adjustment that existed in clientiface.cpp is no longer required.
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- Nov 10, 2016
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Rogier authored
The problem was seen while using the mobf mod package. The problem happens when the server serializes entity attachments. Sometimes, such attachments no longer exist. The serialization code skips those. However, the total number of attachments was serialized earlier. Therefore the client expects more than it gets, and logs a serialization error.
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- Nov 09, 2016
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paramat authored
Remove unnecessary code. Use '/ 2.0f' because endoff is a float.
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- Nov 08, 2016
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lhofhansl authored
To be identical to the lower half of the skybox sides. Now needed as the skybox base is often seen due to increasingly vertical mapgens.
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lhofhansl authored
Use unused range argument in 'isBlockInSight()' to limit mapblock sends to a sphere of radius 'max block send distance'.
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lhofhansl authored
'endoff', the maximum diagonal of a mapblock, was incorrectly calculated. Half this value for the centre point of the mapblock.
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- Nov 07, 2016
- Nov 06, 2016
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SmallJoker authored
Replace parameters with the equivalent /Ox
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- Nov 05, 2016
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Loïc Blot authored
PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes. Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
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Zeno- authored
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- Nov 04, 2016
- Nov 02, 2016
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Brandon authored
Add minetest.get_server_uptime() function to Lua API
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- Nov 01, 2016
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ShadowNinja authored
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- Oct 31, 2016
- Oct 30, 2016
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Loïc Blot authored
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Loïc Blot authored
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
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Hugo Locurcio authored
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- Oct 28, 2016
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sfan5 authored
When rewriting keycode.cpp I overlooked this function, fixes #4683 completely
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- Oct 27, 2016
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Loïc Blot authored
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Dániel Juhász authored
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Dániel Juhász authored
This commit modifies the liquid transforming procedure to light and unlight nodes instead of whole map blocks.
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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
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- Oct 25, 2016
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Foghrye4 authored
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Gael-de-Sailly authored
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adrido authored
This solves the problem whith building where build fails if the libaries have different names.
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- Oct 21, 2016
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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.
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- Oct 20, 2016
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paramat authored
Move static object storage force-delete message from errorstream to warningstream. Increase 'max objects per block' setting to 64. Add missing spaces in warning code.
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- Oct 19, 2016
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Foghrye4 authored
Rename "refresh" to "processInitData"
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- Oct 17, 2016
- Oct 16, 2016
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ShadowNinja authored
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Rogier authored
Modification of the emergeblocks internal state was not protected by a lock, causing a race condition. This can be reproduced by repeatedly running emergeblocks for an already-generated section of the map (with multiple emerge threads).
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- Oct 13, 2016
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lhofhansl authored
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