Commit Graph

6143 Commits (master)

Author SHA1 Message Date
NF ae818c1216 Merge branch 'MathWorlds_0.3' into 'master'
SMT Texture pack added

See merge request !2
2017-02-12 11:10:46 +00:00
NF 267b0dc123 Added SMT files 2017-02-12 10:31:51 +00:00
NF c71454189a gvyg 2017-02-12 10:21:41 +00:00
NF b656e38a4e Update README.txt 2017-01-21 18:25:28 +00:00
NF abd0ae3ec8 Update README.txt 2017-01-21 18:17:53 +00:00
NF 9143f4cf23 Update README.txt 2017-01-21 17:05:49 +00:00
NF c5e6dab1de Update README.txt 2017-01-21 14:04:09 +00:00
NF 1f38d1b9b4 Update README.txt 2017-01-21 13:30:10 +00:00
NF 5bf9e9b1b7 Merge branch 'MathWorlds_0.1' into 'master'
Math worlds 0.1

See merge request !1
2017-01-21 13:23:06 +00:00
NF bb3f489e82 Upload new file 2017-01-21 13:21:30 +00:00
NF fc5d6bad48 Upload new file 2017-01-21 13:21:01 +00:00
NF a27e556231 Update CMakeLists.txt 2017-01-21 13:17:27 +00:00
NF 01b76c29be Update mapgen.cpp 2017-01-21 13:15:25 +00:00
NF 43518e567f Update cavegen.cpp 2017-01-21 13:13:24 +00:00
xzcx 5e251b317e Add files via upload 2017-01-11 22:57:16 +00:00
Rui ec30d49e02 Add staticdata parameter to add_entity (#5009)
* Add staticdata parameter to add_entity
* Add add_entity_with_staticdata to core.features
2017-01-09 20:39:45 +01:00
Ner'zhul 8e7449e092 Environment & IGameDef code refactoring (#4985)
* Environment code refactoring
* Cleanup includes & class declarations in client & server environment to improve build speed
* ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts.
* Cleanup IGameDef
  * Move ITextureSource* IGameDef::getTextureSource() to Client only.
  * Also move ITextureSource *IGameDef::tsrc() helper
  * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call
  * drop unused emerge() call
  * cleanup server unused functions (mentionned before)
* Drop one unused parameter from ContentFeatures::updateTextures
* move checkLocalPrivilege to Client
* Remove some unnecessary casts
* create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it
* Fix some comments
* Change required IGameDef to Server/Client pointers
* Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects
* Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu
* drop ClientMap::sectorWasDrawn which is unused
2017-01-09 20:39:22 +01:00
zeuner 11df7e886a support older PostGreSQL versions (#4999)
* support older PostGreSQL versions
* documentation accuracy

* improve performance by affecting less rows in UPDATE queries
2017-01-09 17:03:13 +01:00
sfan5 73fdb63597 builtin/.../falling.lua: Avoid crash when hitting unknown nodes 2017-01-09 16:39:40 +01:00
paramat 8c1b4f298e Map generation limit: Cache as 'const' not 'const static' 2017-01-08 21:18:11 +00:00
paramat ddcf8422a2 Map generation limit: Fix checks for block/sector over-limit
Fix the maths that check if any part of a mapblock or sector is over the
set map_generation_limit.
Therefore avoid the loading of any over-limit blocks that were previously
generated when map_generation_limit was larger. The set limit can vary
for a world because it is not yet a per-world mapgen parameter, even when
it is sometimes it will be changed deliberately.
Therefore avoid a player being returned to world centre if they re-enter
a world while being over-limit.

Fix the createSector() crash caused by a mob spawning over-limit in an
over-limit mapblock
2017-01-08 21:18:11 +00:00
Lars Hofhansl 1fee649f15 Minor: Fix indentation in serverenvironment.cpp 2017-01-08 19:22:33 +01:00
Loic Blot 98e36d7d68 Move ServerEnvironment to dedicated cpp/header files
* also cleanup some unneeded inclusions
2017-01-08 12:16:06 +01:00
Loic Blot eb2c19bbed Move ClientEnvironment to dedicated cpp/header files 2017-01-08 12:16:06 +01:00
lhofhansl b0746834cc Get neighbor from same map block if possible in ABMHandler (#4998) 2017-01-08 17:42:25 +10:00
Ezhh 8f9611bcb2 Make column alignment consistent in advanced settings (#5004) 2017-01-07 21:33:38 +10:00
sfan5 ce106a4113 Revert "Extend minetest.is_yes()"
This reverts commit c435eabf3f.
2017-01-07 11:05:05 +01:00
red-001 c435eabf3f Extend minetest.is_yes() 2017-01-07 09:54:51 +01:00
LNJ b387f95ed3 README.txt: Update the License to 2010-2017 2017-01-05 22:58:37 +01:00
LNJ 545c37f613 lua_api.txt: Add registered_chatcommands to global tables 2017-01-05 21:38:43 +00:00
Wayward1 8f22272df5 Add raycast.cpp and tileanimation.cpp to Android.mk 2017-01-05 08:19:54 +01:00
rubenwardy e8b7179ccd Expose and document chatcommands as minetest.registered_chatcommands 2017-01-04 20:56:07 +00:00
Lars Hofhansl ca3629637c Fixes for using std:vector in ABMHander and further perf improvements 2017-01-04 21:37:29 +01:00
Rogier-5 ad10b8b762 Use std::vector instead of std::map in class ABMHandler 2017-01-04 21:37:29 +01:00
Dániel Juhász 3f8261830e Improve getPointedThing() (#4346)
* Improved getPointedThing()

The new algorithm checks every node exactly once.
Now the point and normal vector of the collision is also returned in the
PointedThing (currently they are not used outside of the function).
Now the CNodeDefManager keeps the union of all possible nodeboxes, so
the raycast won't miss any nodes. Also if there are only small
nodeboxes, getPointedThing() is exceptionally fast.
Also adds unit test for VoxelLineIterator.

* Cleanup, code move

This commit moves getPointedThing() and
Client::getSelectedActiveObject() to ClientEnvironment.
The map nodes now can decide which neighbors they are connecting to
(MapNode::getNeighbors()).
2017-01-04 19:18:40 +01:00
Loïc Blot 8aadc62856 Travis: Build server too for UNIX 2017-01-04 15:13:17 +01:00
Lars Hofhansl 7387b19021 Pull occlusion check out of loop, and minor code cleanups. 2017-01-03 08:14:58 +01:00
Thomas--S 6718a95103 Fix display gamma documentation
Overlooked in #4873
2017-01-02 21:42:50 +00:00
sfan5 a07b032245 Add 2D sheet animation for nodes 2017-01-02 15:28:06 +01:00
Luke Puchner-Hardman 7057c196c4 Added "[sheet" to the texture special commands.
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles
on it and crops to the tile at position X,Y.  Basically it works
like "[verticalframe" but in 2D.

For testing, I combined the four default_chest images into one.
2017-01-02 15:28:06 +01:00
sfan5 523f0e8c5b Move TileAnimation code to seperate file 2017-01-02 15:28:06 +01:00
Loic Blot e2e8da5ee4 Fix non reverted change on TOSERVER_BREATH compat 2017-01-01 23:57:37 +01:00
Loic Blot 52ba1f867e Breath cheat fix: server side
Breath is now handled server side. Changing this behaviour required some modifications to core:

* Ignore TOSERVER_BREATH package, marking it as obsolete
* Clients doesn't send the breath to server anymore
* Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain)
* drop a useless static_cast in emergePlayer
2017-01-01 23:11:26 +01:00
Dorian Wouters a1346c916e Fix /grant & /revoke not working with custom auth handler (#4974)
core.auth_table is not supposed to be accessed directly.
2016-12-31 18:12:26 +01:00
sfan5 dd3cda6bed Fix interact range check (thanks to @lhofhansl) 2016-12-29 19:35:22 +01:00
Rogier-5 abd68d3466 Use the outgoing split sequence number for every outgoing packet (#4864)
(instead of the last incoming sequence number...)

Fixes #4848
2016-12-29 13:44:47 +01:00
sfan5 e509ead680 Buildbot: Update Gettext version (#4971) 2016-12-29 13:17:24 +01:00
Auke Kok 094a5a73d3 Redo light.cpp.
Remake the light_decode_table.

The table starts out without pre-filled in values since those
are always discarded by the code apparently. We calculate a
pseudo curve with gamma power function, and then apply a new
adjustment table.

The adjustment table is setup to make the default gamma of 2.2
look decent: not too dark at light level 3 or so, but too dark
at 1 and below to be playable. The curve is much smoother than
before and looks reasonable at the whole range, offering a
pleasant decay of light levels away from lights.

The `display_gamma` setting now actually does something logical:
the game is darker at values below 2.2, and brighter at values
above 2.2. At 3.0, the game is very bright, but still has a good
light scale. At 1.1 or so, the bottom 5 light levels are virtually
black, but you can still see enough detail at light levels 7-8,
so the range and spread is adequate.

I must add that my monitor is somewhat dark to begin with, since
I have a `hc` screen that doesn't dynamic range colors or try to
pull up `black` pixels for me (it is tuned for accurate color and
light levels), so this should look even better on more dynamic
display tunings.
2016-12-28 14:16:39 -08:00
adrido 5a0a59ad46 Dont compare short with bool (#4963)
Fixes a compiler warning on MSVC
2016-12-28 21:22:01 +01:00
sfan5 084cdea686 Irrlicht 1.9 support 2016-12-26 22:36:22 +01:00