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2016-11-07Windows: Add manifest file and set "High DPI Aware" trueadrido
This resolves washy font and incorrect mouse handling on Windows if a screen with high DPI is used.
2016-11-06MSVC: Generate debug information for release builds (#4674)SmallJoker
Replace parameters with the equivalent /Ox
2016-11-05PlayerSAO saving fix (#4734)Ner'zhul
PlayerSAO::disconnected() function was historical and remove the link between SAO and RemotePlayer session. With previous attributes linked to RemotePlayer saving was working. But now attributes are read from SAO not RemotePlayer and the current serialize function verify SAO exists to save the player attributes. Because PlayerSAO::disconnected marks playersao for removal, only mark playerSAO for removal and let PlayerSAO::removingFromEnvironment do the correct saving behaviour and all the disconnection process instead of doing a partial removal and let the server loop doing the RemotePlayer cleanup and remove some saved attributes...
2016-11-05Fix memory leak in ::safeLoadFile (#4730)Zeno-
2016-11-04Remove unused shader matrices. (#4723)lhofhansl
2016-11-04Cycle directly to nothing shown instead of showing the profiler graph againlhofhansl
Fix for previous commit.
2016-11-04Add debug priv, and allow player to display the scene as wire-frame. (#4709)lhofhansl
2016-11-02Add minetest.get_server_uptime() function to Lua API (#4702)Brandon
Add minetest.get_server_uptime() function to Lua API
2016-10-31Add version APIShadowNinja
2016-10-31Lua voxelmanip: Add optional buffer param for 'get param2 data'paramat
Update lua_api.txt.
2016-10-30Optionally disable optimization that causes underwater and cave rendering ↵lhofhansl
glitches. (#4686)
2016-10-30Fix overloading problems mentioned by clangLoic Blot
2016-10-30PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul
* Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
2016-10-30Rename testsounds/ directory to sounds/ (#1984)Hugo Locurcio
2016-10-28Add missing keyname_to_keycode function (needed on Android)sfan5
When rewriting keycode.cpp I overlooked this function, fixes #4683 completely
2016-10-27Add unittests to test player saving/loading (#4679)Ner'zhul
2016-10-27CleanupDániel Juhász
2016-10-27Use node lighting for liquid spreadingDániel Juhász
This commit modifies the liquid transforming procedure to light and unlight nodes instead of whole map blocks.
2016-10-27Improved lightingDániel Juhász
This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light was
2016-10-25Adding LuaError on attempt to assign vectors with values out of rangeFoghrye4
2016-10-25ParticleSpawner: fix offset being added twiceGael-de-Sailly
2016-10-25Windows: dont link to libraries that are already linked by cmakeadrido
This solves the problem whith building where build fails if the libaries have different names.
2016-10-21Damage flash: Reduce maximum alpha. Avoid fade overloadparamat
Flash alpha maximum is reduced from 180 to 127 to avoid player blindness in combat. Flash alpha minimum is unchanged. The 'damage_flash' value is now limited to max alpha, to avoid multiple hits creating a huge value that causes flash to stay at maximum alpha for a long period. Now alpha always starts to fade immediately after taking damage. Both problems can be seen in Minetest let's play videos. Simplify and optimise some code.
2016-10-20Changes to static object storage limit and error messageparamat
Move static object storage force-delete message from errorstream to warningstream. Increase 'max objects per block' setting to 64. Add missing spaces in warning code.
2016-10-19Fix crash on attaching player to entityFoghrye4
Rename "refresh" to "processInitData"
2016-10-17Revert changes to toggleNoClip and toggleFreeMoveLars Hofhansl
2016-10-17Don't use day light sky unless noclip and free_move are enabledLars Hofhansl
2016-10-16Enable mod security by defaultShadowNinja
2016-10-16Emergeblocks: Fix occasional crashRogier
Modification of the emergeblocks internal state was not protected by a lock, causing a race condition. This can be reproduced by repeatedly running emergeblocks for an already-generated section of the map (with multiple emerge threads).
2016-10-13Use range-based fog instead of z-plane based.Lars Hofhansl
2016-10-13Attached particle spawnersraymoo
2016-10-12Don't use unordered maps for ProfilerGraph (fixes flickering)sfan5
2016-10-11Disable cmake message concerning WIN32 on non-windows systemsRogier
2016-10-09A little cleanup since previous commitLoic Blot
2016-10-09Environment cleanupLoic Blot
* Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
2016-10-09Remove unused parameter of GUIVolumeChangeRui
2016-10-08Move RemotePlayer code to its own cpp/headerLoic Blot
2016-10-08RemotePlayer/LocalPlayer Player base class proper separation (code cleanup) ↵Loic Blot
(patch 3 of X) * remove IGameDef from Player class, only LocalPlayer has it now * move many attributes/functions only used by LocalPlayer from Player to LocalPlayer * move many attributes/functions only used by RemotePlayer from Player to RemotePlayer * make some functions const * hudGetHotbarSelectedImage now returns const ref * RemotePlayer getHotbarSelectedImage now returns const ref * various code style fixes
2016-10-08Optimize ClientIface::getPlayerNames(): return const ref instead a copy of ↵Loic Blot
all names
2016-10-08More code cleanup (UNORDERED + RemotePlayer/LocalPlayer)Loic Blot
* ClientEnvironment now uses UNORDERED MAP for active objects * Use RemotePlayer and LocalPlayer everywhere it's possible * Minor code style fixes * Drop Client::getBreath() unused function
2016-10-08Fix backwards compatibility issue introduced by close_on_enterrubenwardy
2016-10-09Ensure std::unordered_ be used on MSVC 2010 too (#4600)SmallJoker
2016-10-08Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot
* Server/Client Environments now have an helper to cast Player object in the right type to use it * Server: use RemotePlayer everywhere and remove previous added casts * Client: use LocalPlayer where needed * Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
2016-10-08Speed up emerge thread by using unordered map in a few places. Looking at ↵gregorycu
25% speedup in Emerge thread on Just Test.
2016-10-08Ensure std::unordered_ will be used on supported MSVC compilersgregorycu
2016-10-08Prevent attached models from disappearing during parent reload (#4128)Foghrye4
2016-10-08Remove some unused attributes/class functions in server.cpp/hLoic Blot
2016-10-08Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot
* LocalPlayer take ownership of maxHudId as it's the only caller * RemotePlayer take ownership of day night ratio as it's the only user * Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call) * getPlayerSAO is now only RemotePlayer call * get/setHotbarItemCount is now RemotePlayer owned * Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type * PlayerSAO now uses RemotePlayer instead of Player because it's only server side * ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
2016-10-08Textures: Ignore unknown node in override.txtSmallJoker
2016-10-06Fix C++11 Windows build of threading codesfan5
The initial problem was that mutex_auto_lock.h tries to use std::unique_lock<std::mutex> despite mutex.h not using C++11's std::mutex on Windows. The problem here is the mismatch between C++11 usage conditions of the two headers. This commit moves the decision logic to threads.h and makes sure mutex.h, mutex_auto_lock.h and event.h all use the same features.