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2017-01-08Minor: Fix indentation in serverenvironment.cppLars Hofhansl
2017-01-08Move ServerEnvironment to dedicated cpp/header filesLoic Blot
* also cleanup some unneeded inclusions
2017-01-08Move ClientEnvironment to dedicated cpp/header filesLoic Blot
2017-01-08Get neighbor from same map block if possible in ABMHandler (#4998)lhofhansl
2017-01-07Make column alignment consistent in advanced settings (#5004)Ezhh
2017-01-07Revert "Extend minetest.is_yes()"sfan5
This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
2017-01-07Extend minetest.is_yes()red-001
2017-01-05README.txt: Update the License to 2010-2017LNJ
2017-01-05lua_api.txt: Add registered_chatcommands to global tablesLNJ
2017-01-05Add raycast.cpp and tileanimation.cpp to Android.mkWayward1
2017-01-04Expose and document chatcommands as minetest.registered_chatcommandsrubenwardy
2017-01-04Fixes for using std:vector in ABMHander and further perf improvementsLars Hofhansl
2017-01-04Use std::vector instead of std::map in class ABMHandlerRogier-5
2017-01-04Improve getPointedThing() (#4346)Dániel Juhász
* 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()).
2017-01-04Travis: Build server too for UNIXLoïc Blot
2017-01-03Pull occlusion check out of loop, and minor code cleanups.Lars Hofhansl
2017-01-02Fix display gamma documentationThomas--S
Overlooked in #4873
2017-01-02Add 2D sheet animation for nodessfan5
2017-01-02Added "[sheet" to the texture special commands.Luke Puchner-Hardman
"[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.
2017-01-02Move TileAnimation code to seperate filesfan5
2017-01-01Fix non reverted change on TOSERVER_BREATH compatLoic Blot
2017-01-01Breath cheat fix: server sideLoic Blot
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
2016-12-31Fix /grant & /revoke not working with custom auth handler (#4974)Dorian Wouters
core.auth_table is not supposed to be accessed directly.
2016-12-29Fix interact range check (thanks to @lhofhansl)sfan5
2016-12-29Use the outgoing split sequence number for every outgoing packet (#4864)Rogier-5
(instead of the last incoming sequence number...) Fixes #4848
2016-12-29Buildbot: Update Gettext version (#4971)sfan5
2016-12-28Redo light.cpp.Auke Kok
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.
2016-12-28Dont compare short with bool (#4963)adrido
Fixes a compiler warning on MSVC
2016-12-26Irrlicht 1.9 supportsfan5
2016-12-26Various anticheat improvementssfan5
* Calculate maximum interact distance from wielded tool * New "interacted_while_dead" cheat_type for the Lua API * Disallow dropping items while dead * Move player to spawn before resurrecting them
2016-12-24Add gradle wrapper (#4954)Ner'zhul
Gradle wrapper permit to use multiple gradle versions across OS versions
2016-12-24Update Android build tools to latest version (#4872)rubenwardy
2016-12-24Minimal game: Use field 'tiles' instead of 'tile_images'Rogier
2016-12-24Move PP() and PP2() macros to basic_macros.hRogier
Instead of redefining them everywhere.
2016-12-24Process ABMs in a spherical volume instead of cubicLars Hofhansl
Increase active_block_range default to a 3 mapblock radius.
2016-12-24Shaders: Remove unnecessary 'if' statementsLars Hofhansl
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
2016-12-24Make minetest abort on lua panicRogier
Currently, lua does a regular exit() after a lua panic, which can make a problem hard to debug. Invoking FATAL_ERROR() instead will print some useful information, and abort() minetest, so that a debugger can be used to analyze the situation.
2016-12-22Continue with 0.4.15-devsfan5
2016-12-22Bump version to 0.4.150.4.15sfan5
2016-12-22Final update to credits before releaseCraig Robbins
2016-12-22Translated using Weblate (Russian)Nikolay
Currently translated at 59.2% (544 of 918 strings)
2016-12-22Translated using Weblate (Portuguese (Brazil))Cold Meson 06
Currently translated at 99.5% (914 of 918 strings)
2016-12-22Translated using Weblate (Portuguese (Brazil))Bruno Borges
Currently translated at 94.8% (871 of 918 strings)
2016-12-22Translated using Weblate (Portuguese (Brazil))Cold Meson 06
Currently translated at 84.5% (776 of 918 strings)
2016-12-22Translated using Weblate (Dutch)Rogier
Currently translated at 85.2% (783 of 918 strings)
2016-12-22Translated using Weblate (German)Wuzzy
Currently translated at 100.0% (918 of 918 strings)
2016-12-22Android: Workarounds for Googles completely broken NDKsfan5
2016-12-21Android: update curl and libgmpest31
2016-12-21Builtin/../falling.lua: Avoid crash when object pos over limitparamat
If the object pos is over limit, 'add entity' will not add an entity, causing 'obj' to be nil.
2016-12-21Don't ship with broken languages (#4940)est31