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  1. Nov 12, 2016
  2. Nov 11, 2016
    • lisacvuk's avatar
      Fixed tooltips not resizing with \n (#4766) · 8a1a9fdc
      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.
      8a1a9fdc
    • Rogier's avatar
      Fix incorrect distance computation for visible blocks (#4765) · b98f98b3
      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.
      b98f98b3
  3. Nov 10, 2016
    • Rogier's avatar
      Fix mob deserialization errors in the client (#4743) · 7e17eaed
      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.
      7e17eaed
  4. Nov 09, 2016
  5. Nov 08, 2016
  6. Nov 07, 2016
  7. Nov 06, 2016
  8. Nov 05, 2016
    • Loïc Blot's avatar
      PlayerSAO saving fix (#4734) · 66bb2954
      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...
      66bb2954
    • Zeno-'s avatar
      Fix memory leak in ::safeLoadFile (#4730) · b5c84c34
      Zeno- authored
      b5c84c34
  9. Nov 04, 2016
  10. Nov 02, 2016
  11. Nov 01, 2016
  12. Oct 31, 2016
  13. Oct 30, 2016
    • Loïc Blot's avatar
      Fix overloading problems mentioned by clang · 595932a8
      Loïc Blot authored
      595932a8
    • Loïc Blot's avatar
      PlayerSAO/LocalPlayer refactor: (#4612) · 9d25242c
      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
      9d25242c
    • Hugo Locurcio's avatar
      d4332602
  14. Oct 28, 2016
  15. Oct 27, 2016
    • Loïc Blot's avatar
      361e687f
    • 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
  16. Oct 25, 2016
  17. 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
  18. Oct 20, 2016
  19. Oct 19, 2016
  20. Oct 17, 2016
  21. Oct 16, 2016
  22. Oct 13, 2016
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