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2017-07-04Camera: Arm inertia code cleanup (#6094)kilbith
2017-07-02Fix crash due to missing pointer validationLoic Blot
Fix #6092
2017-07-02Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot
* Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent
2017-07-02Camera: Improve arm inertiaJean-Patrick Guerrero
2017-07-02Dungeons: Add setting to prevent projecting dungeonsparamat
Prevents dungeons generating into ignore nodes in ungenerated mapchunks, which can occasionally result in a dungeon projecting from the terrain.
2017-07-01Include TILE_MATERIAL_OPAQUE in shaders header (#6086)stujones11
2017-07-01C++11 cleanup inventorymanager (#6077)Vincent Glize
* C++11 cleanup inventorymanager
2017-07-01Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones11
Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2017-06-30Create a filesystem abstraction layer for CSM and only allow accessing files ↵red-001
that are scanned into it. (#5965) * Load client-side mods into memory before executing them. This removes the remaining filesystem access that client-sided mods had and it will hopefully make then more secure. * Lua Virtual filesystem: don't load the files into memory just scan the filenames into memory. * Fix the issues with backtrace * fix most of the issues * fix code style. * add a comment
2017-06-30Mapgen: Remove unnecessary 'this->' from constructors (#6069)Paramat
2017-06-28Mgv7: Fix undefined 'float_mount_height'paramat
Commit cad10ce3b747b721fd63784915e05f12bc488128 altered the parameter 'float_mount_height' but was missing the necessary line in the constructor to get the altered value from 'params'. Fixes 3D floatland terrain generating everywhere.
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