aboutsummaryrefslogtreecommitdiff
path: root/src
AgeCommit message (Collapse)Author
2017-06-27Fix for empty key/value when reading item string with wear but no metadata ↵Jesse McDonald
(#6058)
2017-06-27Fix msvc annoyances (#5963)adrido
* MSVC: Fix '/std:c++11' is not a valid compiler option * MSVC/MINGW: Define 'WIN32_LEAN_AND_MEAN' for the whole project In some obscure cases 'Windows.h" got includet before that definition, which leaded to compilation warnings+errors * MSVC: '/arch:SSE' is only available for x86 * MSVC: Fix float conversation * MSVC/MINGW: use winthreads on Windows * MSVC: 'USE_CMAKE_CONFIG' might be already definied by CMake build system * MSVC: Use all available cpu cores for compiling * Add missing include ctime and use std::time_t
2017-06-27Fix arm inertia limit casekilbith
2017-06-26Fix undefined behaviour in arm movement when dividing by zeroLoic Blot
2017-06-26Isolate irrlicht references and use a singleton (#6041)Loïc Blot
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
2017-06-26Fix Camera::add_arm_inertia -> addArmInertiaLoic Blot
2017-06-26Add Arm Inertia (#6050)kilbith
2017-06-26Ores: Make 'absheight' flag non-functionalparamat
The 'absheight' flag was added years ago for the floatlands of 'indev' mapgen (now deleted). The feature mirrored all ore placement around y = 0 to place ores in floatlands. In MTG we now use dedicated ore registrations for floatlands. The feature is crude, inflexible, problematic and very rarely used, it also makes ore vertical range code more complex. Minetest 0.5 is a good chance to remove the feature. The flag itself remains to not break flag values.
2017-06-25Revert "Ores: Make 'absheight' flag non-functional"Loic Blot
This reverts commit 90ed6fc732ca667ca970b7c38d39c809e5c3553e.
2017-06-25Inventory: Fix wrong stack size behaviour and item loss (#6039)SmallJoker
Also fix itemFits and remove constness-nonsense
2017-06-25Mgv7: Clean up divide-by-zero fixparamat
2017-06-25Ores: Make 'absheight' flag non-functionalparamat
The 'absheight' flag was added years ago for the floatlands of 'indev' mapgen (now deleted). The feature mirrored all ore placement around y = 0 to place ores in floatlands. In MTG we now use dedicated ore registrations for floatlands. The feature is crude, inflexible, problematic and very rarely used, it also makes ore vertical range code more complex. Minetest 0.5 is a good chance to remove the feature. The flag itself remains to not break flag values.
2017-06-24Emit liquid sound if the player walks in liquid (#6040)Dániel Juhász
2017-06-24C++11 cleanup on constructors guiEngine (#6036)Vincent Glize
* C++11 cleanup on constructors guiEngine
2017-06-24Game::showOverlayMessage: securise functionLoic Blot
Do wgettext call directly in the function instead of caller, as we destroy wstd inside it
2017-06-24Mgv7: Avoid divide-by-zero errorsparamat
Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan. This can cause massive vertical columns of water to appear above sea level.
2017-06-24Mgvalleys: Use existing 'lava_max_height' value in CavesRandomWalkparamat
Now that lava depth in large caves is variable we can use the already present 'lava_max_height' value to set the lava depth in them.
2017-06-23Show param1 and param2 in debug screen (#6031)Wuzzy
* Show param1 and param2 in debug screen * Add units and some formatting to debug screen * Minor refactor of param1/param2 debug display
2017-06-22LINT fixLoïc Blot
2017-06-22Fix CSM crash caused by move to C++11. (#6027)red-001
2017-06-22CavesRandomWalk: Make 'lava_depth' a mapgen parameterparamat
As with 'large_cave_depth', lava depth was previously a fixed y value and therefore incompatible with the ability to shift terrain vertically. Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
2017-06-21Cpp11 initializers: last src root changeset (#6022)Loïc Blot
* Cpp11 initializers: last src root changeset Finish to migrate all src root folder files to C++11 constructor initializers
2017-06-21Fix render order of overlays (#6008)Dániel Juhász
* Fix render order of overlays * Use C++11 loops * Fix time_t
2017-06-21C++11 cleanup on constructors dir network (#6021)Vincent Glize
* C++11 cleanup on constructors dir network
2017-06-21C++11 cleanup on constructors dir client (#6012)Vincent Glize
* C++11 cleanup on constructors dir client
2017-06-21Fix console resize issue when maximising game window (#6023)Ezhh
2017-06-21Mgv5/v7/fractal: Add 'large_cave_depth' parameter to replace fixed valueparamat
The value cannot be fixed because we can shift terrain vertically. This also makes these mapgens consistent with mgflat and mgvalleys which have 'large_cave_depth' parameters.
2017-06-21Inventory: Make addItem for empty ItemStacks respect max stack sizeJesse McDonald
When adding items to an empty ItemStack, limit the number of items taken based on the maximum stack size in the item description. Likewise, when checking whether items will fit into an empty ItemStack, only absorb as many items as are allowed in a single stack and return the rest.
2017-06-20Merge cguittfont lib in irrlicht change folder. (#6016)Loïc Blot
* Merge cguittfont lib in irrlicht change folder. This remove hack and static lib for FreeType
2017-06-20Fix console not being properly resized after window size changed (#6020)Zeno-
2017-06-20Automatic item and node colorization (#5640)Dániel Juhász
* Automatic item and node colorization Now nodes with a palette yield colored item stacks, and colored items place colored nodes by default. The client predicts the colorization. * Backwards compatibility * Use nil * Style fixes * Fix code style * Document changes
2017-06-20Fix 1 more warning reported by GCCLoic Blot
We don't write in correct buffer size in analyze_block
2017-06-20Fix 2 warnings reported by GCCLoic Blot
* ClientEnvironment::m_irr is not used anymore since a recent cleanup * l_vmanip constructor ordering
2017-06-19C++11 cleanup on constructors (#6000)Vincent Glize
* C++11 cleanup on constructors dir script
2017-06-19Remove IrrlichtDevice unused pointer from ClientActiveObject class & childs ↵Loïc Blot
(#6010)
2017-06-19find_nodes_in_area: Extend maximal count to U32_MAX (#5277)SmallJoker
Extend documentation, limit area volume Remove u16 count limitation * Prevent integer overflow, replace minp/maxp with pos1/pos2
2017-06-19hud.h: add missing false default state on use_hotbar_selected_imageLoïc Blot
2017-06-19hud.cpp: fix wrong indent in drawItemLoïc Blot
2017-06-19Verify HudSetParams input when hotbar textures are set (#6013)Loïc Blot
* Verify HudSetParams input when hotbar textures are set This fix #6011
2017-06-19Mgv7: Do not limit river generation if no floatlandsparamat
Previously, the carving of rivers was disabled above 'shadow_limit' even if floatlands were disabled. This caused rivers to be unnecessarily disabled if mapgen was customised to have surface level above y = 1024.
2017-06-19Mgv7 spawn search: Cope with extreme custom terrain and biome 'dust'paramat
Previously, maximum spawn level was set to 'water_level + 16'. This would result in spawn search failing if terrain had been customised to be much higher than 'water_level' at all points. Also raise spawn level by 1 node to avoid spawning half-buried in a biome 'dust' node such as 'default:snowblock'.
2017-06-19Client::makeScreenshot: remove device paramLoic Blot
We already have the device param as class member
2017-06-18Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot
2017-06-17Cpp11 initializers 2 (#5999)Loïc Blot
* C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
2017-06-16C++11 patchset 9: move hardcoded init parameters to class definitions (part ↵Loïc Blot
1) (#5984) * C++11 patchset 9: move hardcoded init parameters to class definitions C++11 introduced the possibility to define the default values directly in class definitions, do it on current code Also remove some unused attributes * CollisionInfo::bouncy * collisionMoveResult::collides_xy * collisionMoveResult::standing_on_unloaded * Clouds::speed * More constructor cleanups + some variables removal * remove only write guiFormSpecMenu::m_old_tooltip * move header included inside defintions in genericobject.h * remove some unused since years exception classes * remove unused & empty debug_stacks_init * remove unused & empty content_nodemeta_serialize_legacy * remove forgotten useless bool (bouncy) in collision.cpp code
2017-06-16Fix deserialization of ItemDefinition (#5995)Rui
2017-06-16Mgv6 mudflow: Also check for 'ignore' nodesparamat
Previously, when removing decorations we searched upwards and removed until we found air or water. However, the node above the decoration can be 'ignore' if a stacked decoration extends into the volume above the mapchunk. The result could be a problematic column of air placed in the volume of 'ignore'. The unnecessary placing of air also slows the function. Add a check for 'ignore' nodes when removing decorations.
2017-06-15Mgv6 mudflow: Avoid partially removed stacked decorationsparamat
Recently we started to remove decorations if the dirt below was flowed away, but this did not check for stacked decorations, causing them to have only their lowest node removed. Also, placed mud could partially bury stacked decorations. Remove 'old_is_water' bool which on testing is never true. Add new function 'moveMud()' to reduce indentation. Remove stacked decoration nodes above a removed decoration. Remove stacked decorations partially buried in placed mud.
2017-06-14Fix no sound bug (#5968)Rui
2017-06-14Remove legacy content_abm.{cpp,h}Loïc Blot