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2017-03-22Some performance optimizations (#5424)Loïc Blot
* Some performance optimizations This is globally removing some memory useless copy * use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it * pass some stack created strings to static const as they are not modified anywhere * Camera: return nametags per const ref instead of a list pointer, we only need to read it * INodeDefManager: getAll should be a result ref writer instead of a return copy * INodeDefManager: getAlias should return a const std::string ref * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop) * CNodeDefManager::updateAliases: prevent a idef getall copy * Profiler: constness * rollback_interface: create real_name later, and use const ref * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction, * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
2017-03-22[CSM] Add function to get player names in range (#5435)bigfoot547
* [CSM] Add function to get currently connected player names
2017-03-20Content_mapblock.cpp: Refactornumber Zero
2017-03-20Refactored client event if-else cascade to switch statementBen Deutsch
2017-03-20Map generation limit: Rewriteparamat
The previous implementation applied the setting to blockpos_over_limit(), objectpos_over_limit() and in createSector(), causing many bugs near the world edge. First revert the previous implementation. Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity. Add a new function to mapblock.h called blockpos_over_mapgen_limit() that checks against the map_generation_limit setting, and call this only from the code that decides where mapgen stops. Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the chance of bugs, there is no need to use map_generation_limit here.
2017-03-19Fix /shutdown or ^C no longer causing server exitsfan5
Broken since b8484ef24e8e1ec90a2967372808ab2bea538c7c
2017-03-19Refactor Game class (part 2) (#5422)Loïc Blot
* showPauseMenu is now part of game * remove many flags parameters passed to game functions, use the member. * rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM * updatePointedThing: remove pointer ref, we already have the pointer in rundata * move some attributes outside of VolatileRunFlags after renaming, to game class * rename statustext to m_statustext * make some const variables static * All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags * Expose GameUIFlags to client * Client now have GameUIFlags parameter and setters for other classes * Fix minimap show/hide in Lua because we now have access to the real flag
2017-03-19Block access to the `io` libraryred-001
2017-03-19Update server min protocol version to v24 (#5411)Loïc Blot
* Update server min protocol version to v24 It's based on @sfan5 stats. See https://kitsunemimi.pw/tmp/serverlist_stats_2017-03-17.txt v24 was bumped 25/08/14 and 0.4.11 was released 25/12/14 * Drop protocol v23 and lesser code
2017-03-18Server list cleanupShadowNinja
This removes the hacky server_dedicated pseudo-setting.
2017-03-18Show itemstring as tooltip if no item descriptionWuzzy
2017-03-18TOGGLE_CHAT keymap should togglechat not HUDLoic Blot
Fixes #5413
2017-03-17Reduce memory & function cost of Game class functions (#5406)Loïc Blot
GameRunData is passed on many game functions, or one of its attributes whereas it's a member of the class. Remove it from functions arguments and call object directly from concerned functions. This will reduce a little bit the Game class loop usage & very little bit the memory usage (due to non creation of pointer/references)
2017-03-17avoid crashing when accessing mapgen early (#5384)zeuner
2017-03-17[CSM] Fix minimap problems (#5405)Loïc Blot
This fixes issue #5404
2017-03-17[CSM] Add core.get_timeofday & core.get_day_count env calls (#5401)Loïc Blot
* [CSM] Add core.get_timeofday & core.get_day_count env calls * [CSM] Add core.get_node_level, core.get_node_max_level, core.find_node_near
2017-03-16Fix indentation problem since merge resolutionLoïc Blot
Github merge conflict resolution is not the best with indent
2017-03-16[CSM] Add minimap API modifiers (#5399)Loïc Blot
* Rename Mapper (too generic) to Minimap * Add lua functions to get/set position, angle, mode for minimap * Client: rename m_mapper to m_minimap * Add minimap to core.ui namespace (core.ui.minimap) * Add various functions to manage minimap (show, hide, toggle_shape) * Cleanup trivial declaration in client
2017-03-16Add ModStorageAPI to client side modding (#5396)Loïc Blot
mod storage is located into user_path / client / mod_storage
2017-03-16Get biome list: Downgrade missing biome message to infostreamparamat
It is harmless for a biome listed in an ore or decoration registration to be missing. Now that we are registering certain biomes or not based on options (such as floatland biomes), the biome lists in ore and decoration registrations trigger these error messages, avoiding these error messages would need a large amount of duplication of ore and decoration registrations.
2017-03-16Sneak: Fix various problems with sneakingsfan5
Sneaking won't actually hover you in the air, releasing shift guarantees not falling down (same as in MC). Sneak-jump no longer goes higher than a normal jump (^ was required for this). Sneaking no longer avoids fall damage. You can sneak on partial nodes (slabs, sideways slabs) correctly. Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4). Can't jump when sneaking out as far as possible (breaks the sneak ladder).
2017-03-15Use true distance for block priority.Lars Hofhansl
2017-03-13Add `get_wielded_item`red-001
2017-03-13[CSM] Add enable_client_modding param (default: false)nerzhul
2017-03-13[CSM] Add `on_punchnode` callbackred-001
2017-03-13[CSM] Add `get_node` and `get_node_or_nil`red-001
2017-03-13[CSM] Add `on_dignode` callback (#5140)red-001
2017-03-13[CSM] storage + fixesLoic Blot
2017-03-13[CSM] Improve security for client-sided mods (#5100)red-001
2017-03-13[CSM] implement client side mod loading (#5123)Loïc Blot
* client side mods are located in clientmods/ * move builtin/preview.lua to clientmods/preview/init.lua as a preview mod * refactor ModConfiguration class to work properly with client and server using child objects * move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server * remove mods.{cpp,h} unused functions * use UNORDERED_SET instead of std::set in some modspec storages
2017-03-13[CSM] Add local formspecs. (#5094)red-001
2017-03-13[CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot
* squashed: CSM: Implement register_globalstep * Re-use fatal error mechanism from server to disconnect client on CSM error * Little client functions cleanups * squashed: CSM: add core.after function * core.after is shared code between client & server * ModApiUtil get_us_time feature enabled for client
2017-03-13[CSM] Add client-sided chat commands (#5092)red-001
2017-03-13[CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)Loïc Blot
* Add on_death callback * Add on_hp_modification & on_damage_taken callbacks * move preview code to preview.lua
2017-03-13[CSM] Add method that display chat to client-sided lua. (#5089) (#5091)red-001
* squashed: [Client-sided scripting] Don't register functions that don't work. (#5091)
2017-03-13[CSM] Client side moddingLoic Blot
* rename GameScripting to ServerScripting * Make getBuiltinLuaPath static serverside * Add on_shutdown callback * Add on_receiving_chat_message & on_sending_chat_message callbacks * ScriptApiBase: use IGameDef instead of Server This permits to share common attribute between client & server * Enable mod security in client side modding without conditions
2017-03-13GUI: Allow texture packs to customize the progress bar (#5368)kilbith
2017-03-11Enable server side occlusion culling by default.Lars Hofhansl
2017-03-11Allow server side occlusion culling.Lars Hofhansl
2017-03-11Do not increase breath if at full breath.Auke Kok
Prevents the server from sending TOCLIENT_BREATH packets every 0.5seconds, if there is no reason to.
2017-03-11database-redis: Support password authenticationsfan5
2017-03-11Climb speed: Increase default setting from 2 to 3paramat
2017-03-11Minimap: Optimisenumber Zero
2017-03-11Light calculation: New bulk node lighting codeDániel Juhász
This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
2017-03-10GUI: Convert loading screen's progress bar to image (#5362)kilbith
2017-03-05Dungeons: Use 'block' instead of 'brick' for nodebox stairsparamat
Affects only sandstone dungeons. Nodebox stairs made from 'sandstone_block' look better because every step is undivided.
2017-03-05Font: attempt fallback font, abort if no fonts found.Auke Kok
If you happen to have a font_path setting that is incorrect, minetest will just attempt to start the gui without a valid font which leads to a segfault later on. We can attempt to load the fallback font path fairly easy, but if that fails we should give up with a proper error message and not a weird segfault later. This forces an abort() if the fallback fails as well, and prints a useful error message to the console.
2017-03-04FormSpec: Add position and anchor elements (#5284)adelcoding1
2017-02-26Dungeongen: Add and improve parametersparamat
Add: Bool for 'only_in_ground'. Min and max corridor length. Min and max room size with X, Y, Z components. Min and max large room size with X, Y, Z components. 'only_in_ground = false' allows core mapgens to create structures in air and water using dungeongen. Corridor length parameters replace a fixed random range. Room size parameters replace the former system where one parameter 'roomsize' was added to fixed random ranges. All parameters are set for no change to current dungeon behaviour. Remove some now-redundant and long-unused code.
2017-02-22Fix wrong meta key in item meta on ItemStack constructionrubenwardy