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Illuna-Minetest
illuna-minetest
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a4fe2a7c757cea570f5bba1caae2ad1ec1b84dfa
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stable-0.2
stable-0.3
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0.4.15
0.4.14
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24 results
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Created with Raphaël 2.2.0
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set backface culling off again for torches, ladders, rails and signs
...Make the the server buildable again after the last commit
Improve rendering and fix tiling in mesh generation
Automate texture listing for texture atlas making
Fix client profiler print interval
Better handling of SendFailedException in Connection
Fix object duplication bug
Make active_block_range default to 2
Fix possible NULL pointer access in MobV2CAO
Add /clearobjects
Made a scheme to get rid of the objects in the worst object flooded blocks
Modify default active block range
F2 toggles profiler display in client
Attempt to fix objects getting multiplicated by objects getting deactivated in a different block than where they were loaded and then the original block, from where the static object was removed, not getting saved at unload
Fix minetest.conf.example a bit
Add a log message to SEnv and make it load objects if there are < 51 of them, to load blocks that were limited to 50
Catch SendFailedException when replying back in Connection::Receive()
Display RTT (round trip time, ping) on client status text
Add some rendering statistics to profiler
Workaround for blocks having a huge amount of active objects; add log messages related to active objects for investigation
Remove very floody log message of MobV2SAO
Improve active object handling log output
Fix partly double printed debug.txt
Fix punching of oerkkis
Fix chest not working after walked away and came back
Improve inventory debug output
Fix items showing up as sticks when placed in world
Fix to-transparend conversion of backgrounds of sprite image files that don't have an alpha channel
Some more profiler stuff to get the hang on what really uses CPU
Improve debug profiler usage for investigating CPU usage of server
When granting or revoking privileges, notify the target player too
Make dungeon masters not shoot the walls with no reason
When player times out, log the action as a timeout rather than regular quitting
Check NULL pointer properly in some new code trying to log new stuff
Better player damage prevention when falling on unloaded blocks, not involving getting stuck in there.
Switch more stuff to use the logging thing and fix segfault on player leave from server as introduced in a previous switch-to-logging commit
Fix map delete on windows (concatenate paths correctly with / or \ depending on OS)
Update changelog (albeit a bit late)
Use the logger; also, default to not showing much crap in console. Use --info-on-stderr to enable crap.
Initially add small and tight logging facility
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