7731 Commits

Author SHA1 Message Date
Paramat
a061ea0aa6 Android stepheight: Only increase if 'touching ground' (#6313) 2018-06-03 17:31:59 +02:00
Dániel Juhász
940a82ed18 Fix Android node selection distance (#6187) 2018-06-03 17:31:59 +02:00
Loïc Blot
df5bd8e2e4 serialize: use a temporary for SerializeException Exception must always use temporary instead of global copied exception instances, it's not recommended and should have undefined issues 2018-06-03 17:31:59 +02:00
Loic Blot
250e7d6754 Typo fix in compat code from commit 1d8d01074fdb52946f81110bebf1d001185b394b 2018-06-03 17:31:59 +02:00
Loïc Blot
c5f090e7b4 ClientInterface: add a function to verify (correctly) if user limit was reached (#6258)
* ClientInterface: add a function to verify (correctly) if user limit was reached

CS_HelloSent is a better indicator of active slots than CS_Created, which are session objects created after init packet reception

Switch existing checks to ClientInterface::isUserLimitReached()

Use range-based for loop for getClientIds() used function too

This will fix #6254 (not the memory overhead if init is flooded)
2018-06-03 17:31:59 +02:00
Dániel Juhász
5e5a350a83 Make dropped items colorable 2018-06-03 17:31:59 +02:00
SmallJoker
9429b15fd8 Trigger on_rightclick regardless on the formspec meta field
Document behaviour for older clients.
2018-06-03 17:31:59 +02:00
Fixer
b4b6decb40 Full viewing range key message clarified
To make it sound less confusing to players
2018-06-03 17:31:59 +02:00
Jens Rottmann
b56cfde1e1 Add tiny Y offset in collisionMoveSimple() to tweak performance
Another small general problem: the player is always standing exactly on the
bondary between 2 nodes e.g. Y=1.5 is exactly between nodes Y=1 and Y=2.
floatToInt() and myround() will round +/-n.5 always 'outwards' to +/-(n+1),
which means they behave differently depending on where you are: they round
upwards above sea level and downwards when underground. This inconsistency
comes from the way the coordinates are calculated, independent of the
specific C++ code.

The result is a tiny bit of lost performance when moving underground,
because 1 node level more than necessary is checked for collisions. This can
be amended by adding a tiny offset to minpos_f.Y, like @paramat suggested.
This is not an elegant solution, but still better than wasting CPU.
2018-06-03 17:31:59 +02:00
Jens Rottmann
a2558d3464 Fix player coordinate rounding in collisionMoveSimple() (#6197)
To determine the area (nodes) where a player movement took place
collisionMoveSimple() first took the old/new player coordinates and rounded
them to integers, then added the player character's collision box and
implicitely rounded the result. This has 2 problems:

Rounding the position and the box seperately, then adding the resulting
integers means you get twice the rounding error. And implicit rounding
always rounds towards 0.0, unlike floatToInt(), which rounds towards the
closest integer.

Previous (simplified) behavior: round(pos)+(int)box, for example player at
Y=0.9, body is 1.75m high: round(0.9)+(int)1.75 = 1+1 = 2.
==> A character's height of 1.75m always got rounded down to 1m, its width
of +/-0.3 even became 0.

Fixed by adding the floats first, then rounding properly: round(pos+box) =
round(0.9+1.75) = round(2.65) = 3.
2018-06-03 17:31:59 +02:00
Juozas Pocius
71eb9b54c6 Fix crash when using --go in command line 2018-06-03 17:31:59 +02:00
SmallJoker
a89bf3e480 Noise: Prevent unittest crash caused by division by zero 2018-06-03 17:31:59 +02:00
SmallJoker
9bfbc115f1 Sneak: Stripped down version
Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.
2018-06-03 17:31:59 +02:00
stujones11
a61050e6cf Include TILE_MATERIAL_OPAQUE in shaders header (#6086) 2018-06-03 17:31:59 +02:00
stujones11
aca9494500 Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2018-06-03 17:31:59 +02:00
paramat
669b0a0a56 Mgv7: Fix undefined 'float_mount_height'
Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter
'float_mount_height' but was missing the necessary line in the constructor
to get the altered value from 'params'.

Fixes 3D floatland terrain generating everywhere.
2018-06-03 17:31:59 +02:00
Jesse McDonald
3a59d9757c Fix for empty key/value when reading item string with wear but no metadata (#6058) 2018-06-03 17:31:59 +02:00
paramat
7fcecb2b24 Mgv7: Clean up divide-by-zero fix 2018-06-03 17:31:59 +02:00
paramat
822ac11c29 Mgv7: Avoid divide-by-zero errors
Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan.
This can cause massive vertical columns of water to appear above sea level.
2018-06-03 17:31:59 +02:00
Dániel Juhász
4e3ee7efb0 Fix render order of overlays (#6008)
* Fix render order of overlays

* Use C++11 loops

* Fix time_t
2018-06-03 17:31:59 +02:00
Ezhh
2d210073f2 Fix console resize issue when maximising game window (#6023) 2018-06-03 17:31:59 +02:00
Zeno-
8f8001e6d2 Fix console not being properly resized after window size changed (#6020) 2018-06-03 17:31:59 +02:00
Dániel Juhász
4836612b9f Automatic item and node colorization (#5640)
* Automatic item and node colorization

Now nodes with a palette yield colored item stacks, and colored items
place colored nodes by default. The client predicts the colorization.

* Backwards compatibility

* Use nil

* Style fixes

* Fix code style

* Document changes
2018-06-03 17:31:59 +02:00
SmallJoker
a766044a0c find_nodes_in_area: Extend maximal count to U32_MAX (#5277)
Extend documentation, limit area volume
Remove u16 count limitation

* Prevent integer overflow, replace minp/maxp with pos1/pos2
2018-06-03 17:31:59 +02:00
Loïc Blot
f7b094ac93 Verify HudSetParams input when hotbar textures are set (#6013)
* Verify HudSetParams input when hotbar textures are set

This fix #6011
2018-06-03 17:31:59 +02:00
paramat
32b46d21c3 (Re)spawn players within 'mapgen_limit'
Previously, findSpawnPos() did not take the 'mapgen_limit' setting into account,
a small limit often resulted in a spawn out in the void.
Use the recently added 'calcMapgenEdges()' to get max spawn range through a new
mapgenParams function 'getSpawnRangeMax()'.

Previously, when a player respawned into a world, 'objectpos_over_limit()' was
used as a check, which was inaccurate.
Use the recently added 'saoPosOverLimit()' to get exact mapgen edges.

Also fix default value of 'm_sao_limit_min'.
2018-06-03 17:31:59 +02:00
red-001
5e9880f9bb Add a server-sided way to remove color codes from incoming chat messages (#5948)
These code be generated by CSM, a modded client or just copy and pasted by the player.

Changes
- Update configuration example and setting translation file.
- Remove colour codes before logging chat.
- Add setting to remove colour codes before processing the chat.
2018-06-03 17:31:59 +02:00
DS
a9e53c951c fix an example in lua_api (#5604) 2018-06-03 17:31:59 +02:00
red-001
ffd719995c Fix sending color codes to clients that don't support them. (#5950)
Also remove `disable_escape_sequences` since it's not needed anymore.
2018-06-03 17:31:59 +02:00
DS
4d16def09a make ret variable in /builtin/mainmenu/tab_credits.lua local (#5942) 2018-06-03 17:31:59 +02:00
red-001
d99767ea8b Fix typos/mistakes in the documentation for colour related functions. (#5936) 2018-06-03 17:31:59 +02:00
ShadowNinja
d7306ba69e Fix segmentation fault with tool capabilities (#5899) 2018-06-03 17:31:59 +02:00
sfan5
7e870767c1 iOS: update Podfile 2018-05-29 21:50:11 +02:00
MoNTE48
b48841bacf iOS 1.1.16 2018-05-27 21:50:16 +02:00
MoNTE48
046be9a382 Revert Android -mfpu=vfpv4 2018-05-27 17:14:03 +02:00
MoNTE48
e66e04e0f2 Fix WindowsApp build, change global version: 1.1.10 2018-05-27 13:31:00 +02:00
sfan5
ff1f608bed Touch: Fix node selection distance (#116)
(ported from minetest/minetest@01c319d778)
2018-05-27 12:16:46 +02:00
MoNTE48
f30e900086 iOS: fix transparent on game 2018-05-04 00:05:14 +02:00
MoNTE48
646a665d0f Release 1.1.5, iOS: 1.1.15...
Mobile: fix pause and death menu
iOS: touchtarget enabled by default
2018-04-30 00:05:53 +02:00
sfan5
459e8ac68a Allow moving HUD upwards and enable the feature on iPhone X (#112) 2018-04-29 20:22:30 +02:00
sfan5
64f2cbf6e3 iOS: Update Irrlicht to the very latest version and fix error with Irrlicht patch (#115)
* Fix error with Irrlicht patch

* iOS: Update Irrlicht to the very latest version
2018-04-29 20:11:28 +02:00
MoNTE48
c53f63021d Update Android build, restore "player does not sink when swimming" 2018-04-29 18:32:37 +02:00
sfan5
7af2198864 Android: Update build system for ndk-r15x (#113)
Add workarounds for ndk-r16.
(ported from 2507d32afe)
2018-04-29 18:12:48 +02:00
sfan5
d3e859a835 Fix crash with disabled CSM and Respawn menu (#111) 2018-04-19 13:00:45 +02:00
sfan5
a4aff7ef35 iOS: Update Irrlicht (#110) 2018-04-17 20:19:26 +02:00
sfan5
cf04a29024 iOS: Allow translation of extraction dialog message (#108) 2018-04-17 20:19:05 +02:00
MoNTE48
c6c3ef3d1b Revert "New pause menu design (#103)"
This reverts commit 17b459784012701354f7502324347f17aa0f16cd.
2018-04-17 20:18:16 +02:00
MoNTE48
35b8650618 push to app store 2018-04-17 20:18:09 +02:00
sfan5
04b070ff2e iOS: Screen locking fix (#109)
* Disconnect from game when screen locks

* Fix socket behaviour on iOS
2018-04-17 18:26:20 +02:00
sfan5
fbe47bd1a9 Fix murmurhash implementation (used for crafting) (#107)
Unaligned access does not work on ARM platforms, since data was declared u64*
the compiler assumed it was aligned, thus making the existing workaround useless.

Since this hash function is used for crafting, this commit fixes #106
2018-03-30 22:32:56 +02:00