| Age | Commit message (Collapse) | Author |
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Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
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If enabled, a crosshair will be shown to select object.
This will give Android players a way to play like they play on desktop.
On third-person back camera mode, player is forced to use crosshair.
On third-person front camera mode, player is unable to select anything.
Co-authored-by: ROllerozxa <temporaryemail4meh+github@gmail.com>
Co-authored-by: rubenwardy <rw@rubenwardy.com>
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Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
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Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: Tobias Frost <tobi@debian.org>
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4dir is like facedir, but only for 4 horizontal directions: NESW. It is identical in behavior to facedir otherwise. The reason why game makers would want to use this over facedir is 1) simplicity and 2) you get 6 free bits.
It can be used for things like chests and furnaces and you don't need or want them to "flip them on the side" (like you could with facedir).
color4dir is like colorfacedir, but you get 64 colors instead of only 8.
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fixes #12657
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Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
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* Also remove unused Sky::getSkyBodyOrbitTilt method
Fixes misalignment of sun position and shadow direction at high tilt values.
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* Avoid calling TimeTaker too frequently in renderMapXXX
* Calculate animation timer once per frame
* Remove code that breaks rendering frame at 2000ms
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: sfan5 <sfan5@live.de>
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Hardcode the variables to 0 on Android
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Caused by wrong interpretation of the settingtypes.txt format
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This was unintentionally removed in commit 1d69a23.
fixes #12048
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This avoids the problem of offset nodes with visual_scale > 1.
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Co-authored-by: sfan5 <sfan5@live.de>
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Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: Dmitry Kostenko <codeforsmile@gmail.com>
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Use SimpleSoundSpec where reasonable (OpenAL)
Ensure the sound IDs do not underflow or get overwritten -> loop in u16
Proper use of an enum.
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Enforces the setting value bounds that are currently only limited by the GUI (settingtypes.txt).
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* FormSpec: 9-slice images and animated_images
* Add fgimg_middle; clean up code
* Address issues, add tests
* Fix stupid error; bump formspec version
* Re-add image[] elements without a size
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Dropped ServerSoundParams -> moved to ServerPlayingSound. This gets rid of the duplicated
'fade' and 'pitch' values on server-side where only one was used anyway.
SimpleSoundSpec is the basic sound without positional information, hence 'loop' is included.
Recursively added PROTOCOL_VERSION to most functions to reduce the versioning mess in the
future. Per-type version numbers are kept for now as a safety rope in a special case.
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was broken in #10021 more than 2 years ago(!)
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... before going node-level triangle search.
Fixes transparent grass on transparent land
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New users find Minetest's account system confusing.
This change moves username/password to a new dialog,
with login and register buttons added to the Join Game tab.
The old registration confirmation dialog is removed in
favour of the new dialog.
Fixes #8138
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This was added a long time ago in 42bbd5c9ae06a8d8ffb7915599097ead6f848755
and meant to fix prevent the view becoming black when jumping into a
ceiling, this no longer happens today.
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