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2018-01-05GameUI refactor (part 1/X): GameUI object creation + GameUIFlags move to GameUILoic Blot
Game class is too huge and has too specialization on various subjects, like UI, formspecs, client, renderer. Start to move UI related things to GameUI object and cleanup them Other improvements: * updateChat: more performance on error messages by remove string copies * Initialize all game class members in definition instead of constructor (with nullptr instead of NULL) * Drop unused Client::show{GameChat,GameHud,Profiler,GameFog} * Add GameUI unittests
2018-01-05Biomes: Add vertical biome blend (#6853)Paramat
Add 'vertical blend' parameter to biome registration that defines how many nodes above the biome's 'y max' limit the blend will extend.
2018-01-04Prevent Android from automatically locking display (#6876)Wayward One
As mentioned in #5759
2018-01-04Fix Wstringop-overflow warning from util/srp.cpp (#6855)you
* Fix Wstringop-overflow warning from util/srp.cpp
2018-01-04[CSM] Don't load the IO library. (#6087)red-001
* [CSM] Don't load the IO library. * Rename the function to match the Lua API function name and add a missing `const` * Add a comment to explain some strange code and fix the other issues pointed out by shadowninja.
2018-01-04Mgv7: Add docs for the new floatland exponent parameterparamat
2018-01-03Fix crash on can_bypass_userlimit returning non-booleanrubenwardy
2018-01-03Mgv7 floatlands: Add exponent parameterparamat
Allows more control over shape of floatland mountain terrain. Terrain shape is unchanged.
2018-01-03Connected Nodeboxes: Add `disconnected` boxesThomas--S
The `disconnected_*` boxes are the opposites of the `connect_*` ones, i.e. when a node has no suitable neighbours on the respective side, the according disconnected box is drawn. * disconnected_top * disconnected_bottom * disconnected_front * disconnected_left * disconnected_back * disconnected_right * disconnected (when there is *no* neighbour) * disconnected_sides (when there are *no* neighbours to the sides)
2018-01-03Tool.cpp/.h, lua_api/l_util.cpp: Tidy up code and remove dead codeHybrid Dog
2018-01-03Tool getDigParams: Fix selecting the best fitting timeHybrid Dog
Previously, time was compared with result_time before dividing it by the level difference.
2018-01-01Add unittests on ActiveObject and BanManager class (#6866)Loïc Blot
* Add unittests on ActiveObject and BanManager class This also permit to fix a bug in ban manager setting bans modified when no modification occurs
2018-01-01Update README.md copyright notice tooLoïc Blot
2018-01-01Happy new year 2018: update LICENSE.txtLoïc Blot
2017-12-26Advanced settings: Add range check for float typeMuhammad Rifqi Priyo Susanto
2017-12-26Fix rounding error in g/set_node caused by truncation to floatrubenwardy
2017-12-26Add check to pause game on lost window focusrubenwardy
2017-12-26Line_of_sight: Improve using VoxelLineIteratorDániel Juhász
This commit rewrites line_of_sight with VoxelLineIterator. Stepsize is no longer needed, the results will be always accurate.
2017-12-26Wireshark plugin: Complete all commands. (#6841)sofar
This still leaves plenty of data undecoded, but just having the packet types all covered 100% for 0.4.16 will make looking at traces a lot simpler than seeing half the packets show up as unknown.
2017-12-25Fix dancing textnumber Zero
2017-12-25- Clear colors when reading property info.Rob Blanckaert
- Set vertex colors on upright_sprites.
2017-12-22Fix error if setting menu_last_game is not a valid gamenOOb3167
2017-12-22Fix undefined behaviour on getting pointer to data in empty vectornOOb3167
`&vector[0]` is undefined if vector.empty(), causing build failure on MSVC
2017-12-21Fix wrong scrolling (#6809)Vitaliy
2017-12-21Vector functions: Fix vector.direction() function, improve documentation (#6801)Paramat
vector.direction() now returns a normalised vector with direction p1 to p2.
2017-12-17Allow 'default' parameter in 'settings:get_bool' functionJordan Irwin
Default value is used when the setting key is not found in the config file. If default value is not set, 'nil' is returned. #6188
2017-12-17Adjust default console heightEzhh
#6797
2017-12-16Give subgames the ability to disallow specific mapgens (#6792)Ezhh
2017-12-16Fix items turning black (#6780)Vitaliy
2017-12-16Change Normal Map setting to be less ambigousTre
2017-12-14Zoom: Add 'disabled by game or mod' messageparamat
2017-12-14Minimap messages: Improve 'disabled by server' messageparamat
2017-12-14Add callback to preserve node metadata as item metadataashtrayoz
2017-12-14Chat: Remove prompt history duplicates (#6762)SmallJoker
2017-12-14directiontables: Fix MSVC compiler error (#6785)adrido
2017-12-12Update light decoding table size (#6696)Vitaliy
Fix old undiminish_light bug
2017-12-12Builtin: Fix handle_node_drops crash with nil diggerSmallJoker
2017-12-11CSM fixes: load mods after flavours & add flavour to block mod loading (#6738)Loïc Blot
* CSM fixes: load mods after flavours & add flavour to block mod loading * Don't permit to load mods twice * Prepare builtin integrity global algorithm * Add missing doc & use a nicer byteflag for LOAD_CLIENT_MODS flavour * flag typo fix * Invert CSM_FL_LOOKUP_NODES & CSM_FL_LOAD_CLIENT_MODS ids
2017-12-10Lua_api.txt: Fix a spelling errorashtrayoz
2017-12-10F5 debug info: Add colons, use lowercase except for FPS and RTTThomasMonroe314
2017-12-10Damage: Remove damage ignore timerSmallJoker
2017-12-10Use std::vector instead of dynamic C-Array (#6744)adrido
2017-12-09Pointed thing to face pos: Use 'eye height' object property (#6754)Paramat
2017-12-06Add an active object step time budget #6721Lars Hofhansl
This can be set via the active_object_interval option.
2017-12-06Add coloured logs (#4549)you
The setting log_colour can be used to en-/disable or autodetect it.
2017-12-06Auth handler: Player deletion & Iterator (#6741)sfan5
* Add player deletion method to auth handler (fixes #6653) * Support iterating over the auth database There was no way to do this previously and a recent commit broke doing this the "hacky" way by accessing `core.auth_table`.
2017-12-06Ensure no item stack is being held before crafting (#4779)Luis Cáceres
2017-12-04Use Irrlicht's mesh cache for animated meshes.Lars Hofhansl
Fixes #6676. Allow animated meshes to be cached in Irrlicht's builtin mesh cache. Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
2017-12-04Zoom: Set zoom FOV per-player using a player object propertyparamat
Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.
2017-12-04Android: Update build system for ndk-r15xstujones11
Add workarounds for ndk-r16.