Age | Commit message (Collapse) | Author |
|
|
|
with attenuation and is essential for a light source to spread it's light
|
|
|
|
|
|
|
|
|
|
|
|
|
|
screens instead of previous assumed 72"
which ain't required any longer as fonts are no longer autoadjusted
This reverts commit 7ad17a25f4dfc81427df54d5c855b40b4472d517.
|
|
manually)
Set builtin formspecs to autoscale in order to get consistent formspec look and feel
Uncouple label positioning from font size (May break some formspecs but is required to allow manual font adjustment)
|
|
|
|
|
|
their spawners
|
|
different handling on some devices
|
|
See issue #2017
Applied kahrl's gist
|
|
instead of previous assumed 72
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Copy only minetest_game to apk by default
Don't copy .git and .svn folders to apk
Fix bouncing asset copy scrollbar due to long filepaths
Reenable font scaling to fix broken menu on high dpi screens
Implement minetest loglevel to android loglevel mapping
Disable touch digging while moving around
|
|
|
|
The player dropping the node can either be themselves or another player (i.e. without this fix you can crash other people's clients)
Thanks CWz for reporting the issue
|
|
|
|
This fixes the Mapgen V5 calcLighting segfault
|
|
|
|
|
|
|
|
|
|
|
|
Also add NodeResolver callbacks on the client
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The cause of a single light source seemingly being lit without spread
was due to its creation in the +Y mapblock boundary layer during map
generation, which was ignored as the overtop. This overtop explicitly
needs to be omitted during sunlight propagation, however. To accomplish
this, Mapgen::calcLighting() was split into separate functions taking
separate parameters.
Additionally, do not diminish light too early during spread. This fixes the
output inconsistency between Map::updateLighting and Mapgen::calcLighting.
|
|
|
|
|
|
|