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2019-08-07Do not add group values of zero to group lists. (#8751)Beha
This fixes an issue where when the engine looked up groups (for example, in ABM node names), NodeDefManager's m_group_to_items would contain nodes with a group value of zero, resulting in nodes with flammable = 0 being burned by a fire mod with a group:flammable checking ABM. It brings consistency to the behaviour described in the api documentation, where zero and nil groups should be the same.
2019-08-06Clean up and fix freetype=false crashes (#8641)SmallJoker
A IGUIFont of type bitmap/vector cannot be converted to CGUITTFont Fixes various segfaults in gameplay Shorter font cache code, cleaned up (?)
2019-08-06Add luacheck to check builtin (#7895)rubenwardy
2019-08-06Mapgen Flat: Fix and improve getSpawnLevelAtPoint() (#8756)Paramat
Previously, this wrongly returned ground level (a position containing a solid node) as spawn level. Return ground level + 2 (+ 2 to spawn above biome 'dust' nodes). Improve codestyle and make more consistent with generateTerrain().
2019-08-05Update curl dependency in buildbotsfan5
2019-08-04Fix binary-string confusion in client network codesfan5
2019-08-04Clean up FindOpenGLES2.cmakesfan5
2019-08-04Unify GLES support in gui scaling filtersfan5
2019-08-04Unify OpenGL ES supportsfan5
2019-08-04Let ENABLE_GLES appear in cmake_config.h and change its functionalitysfan5
2019-08-03Add formspec testing to test mod in minimalrubenwardy
2019-08-03Add styles to most elementsrubenwardy
2019-08-03Add style[] tag with button supportrubenwardy
2019-08-03Add custom colorable GUIButton implementationrubenwardy
2019-08-03Fix negative offsets not being supported by container[]rubenwardy
2019-08-02Builtin: Forward old return valuesSmallJoker
Was forgotten in 69bf964.
2019-08-01Correct ServerActiveObject's virtual getArmorGroups() to be const.Beha
Due to commit ec3142a , UnitSAO's getArmorGroups() did not match ServerActiveObject's, notably resulting in the lua get_armor_groups() call returning nothing.
2019-08-01Mainmenu: Use textarea in error formspecsSmallJoker
2019-08-01Group "immortal" also protects players from damageWuzzy
Document new meaning of immortal=1 for players Disable breathing if player is immortal Hide builtin statbars if player immortal (delayed) Co-authored-by: ClobberXD <ClobberXD@gmail.com>
2019-07-31Allow toolcaps to override the built-in times for dig_immediatesfan5
2019-07-31Silence invalid clang format warnings in guiScrollBar.cpp (#8724)Paramat
2019-07-30Sky: Refactor of moon and sun drawing (#8683)Methacrylon
Split sun and moon render parts from the main render function.
2019-07-30Move the clamping of hp/breath when their maximums change to ↵Beha
read_object_properties(). (#8689) This prevents set_properties() calls that have nothing to do with hp_max or breath_max overriding the saved hp before another mod has the chance to set a player's intended hp_max (such as in on_joinplayer).
2019-07-30README: make -j$(nproc) (#8699)Zaoqi
2019-07-29Rename guiScrollBar to GUIScrollBarDS-Minetest
2019-07-29ContentCAO: Fix broken attachments on join (#8701)SmallJoker
What happened: 1) Object data is received. Client begins to read the data 2) Client initializes all its children (gob_cmd_update_infant) 3) Children try to attach to parent (yet not added) 4) Parent initializes, is added to the environment And somewhere in between, Irrlicht wrecks up the attachments due to the missing matrix node. The solution here is to: 1) Use the same structure as ServerActiveObject 2) Attach all children after the parent is really initialized
2019-07-29lua_api.txt clarifications regarding mapgen object index IDs and handles. ↵Beha
(#8713)
2019-07-28guiScrollBar: move directly to clicked pos if clicked into trayDS-Minetest
2019-07-27Check for 'action' field in ABMs & LBMsSmallJoker
2019-07-27Prefix RecipePriority elements with PRIORITY_Paul Ouellette
2019-07-27Initialize priority in CraftDefinition constructorsPaul Ouellette
The priority is used by getCraftResult, which may be used before initHash is called.
2019-07-27minimal: Move get_craft_result tests to test modPaul Ouellette
2019-07-26Fix missing item images clipping in formspecs (#8652)Pierre-Yves Rollo
* Fix clipping of itemimage * Code style * More code styling
2019-07-26Document 'wield_item' entity property (#8694)Alex
2019-07-26Make FindCURL ready for vcpkg (#8295)adrido
This allows to find and use curl with the vcpkg toolchain file.
2019-07-26Initialise 'seabed_height' to avoid compilation warning (#8715)Paramat
2019-07-25Re-order mapgens in mainmenu and 'all settings' mapgen selection (#8705)Paramat
v6 always last to discourage selection. Special mapgens flat, fractal, singlenode, next to last. Of these, singlenode last to discourage selection. Of the remaining, v5 last due to age, v7 first due to being the default.
2019-07-25Mgfractal: Make non-fractal terrain optional (#8702)Paramat
Enabled by default. Only allow spawn on fractal, not on seabed terrain. Various codestyle and comment improvements.
2019-07-24Removed debug.upvaluejoin to prevent leak of insecure environmenty
2019-07-21Update README.md (#8700)Zaoqi
2019-07-20Add /help formspec for commands and privileges (#8385)SmallJoker
* Trigger for 'all' as well * Add description textarea, double-click to copy
2019-07-20Improve documentation of mapgen aliases (#8693)Paramat
2019-07-20Document the deprecation of hardcoded cave liquids (#8692)Paramat
2019-07-17travis: Disable macOS buildsfan5
The build often hits the 50m time limit or fails with spurious errors. It can be re-enabled when/if we figure out how to solve this.
2019-07-16Optimize getting active objects a bit. #8674Lars Hofhansl
2019-07-16Use vector.dot and vector.cross in vector.angleHybridDog
2019-07-16Add vector.dot and vector.crossHybridDog
Mostly copied from MarkuBu's code
2019-07-16Dungeons: Make multiple large rooms possible (#8678)Paramat
Re-add the random size range for large rooms. Remove 'first_room_large' bool. Add 'large_room_chance' parameter that can disable large rooms, specify 1 large room, or specify a chance for large rooms. If 1 or a chance is specified, the first generated room is large, to take advantage of the intersection checks that are done for the 1st room only.
2019-07-14Docs: Clarify where to check for 'protection_bypass' (#8675)SmallJoker
2019-07-09Move more dungeon parameter selection to mapgens (#8653)Paramat
Move 'num_dungeons' to 'DungeonParams'. Add new parameter 'num_rooms' to replace 'rooms_min' and 'rooms_max', so that the mapgen has complete control over the number of rooms. Add new bool 'first_room_large' so that the mapgen chooses this instead of a hardcoded 1 in 4 chance. Add new parameter 'room_size_large' to replace 'room_size_large_min' and 'room_size_large_max', so that the mapgen has complete control over this.