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2015-04-08Fix freetype detectionDmitry Marakasov
Don't reinvent freetype detection, use working one from cmake.
2015-04-08Schematics: Prepend mod path to relative schematic filepathskwolekr
2015-04-07TOCLIENT_ACTIVE_OBJECT_MESSAGES: channel must be 1 for unreliable messageLoic Blot
2015-04-07Fix missing SQLite3 statement pointer initializationShadowNinja
This fixes a segfault when the database is shut down before it finishes connecting and setting up.
2015-04-07Cavegen: Remove now unnecessary checks for water, lava, iceparamat
Remove large cave checks for air Mgv5/mgv7:Add is_ground_content checks to 3d noise tunnels More large caves Shorten lines
2015-04-07Make comments consistent with TOSERVER_INIT -> TOSERVER_INIT_LEGACY renameest31
2015-04-06Change screenshot filename to one likely to work on all modern filesystemsCraig Robbins
Fixes #2603
2015-04-05TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD can be unreliable, catch PacketError ↵Loic Blot
exception. Also set the packet size at creation not when pushing rawString, no functional change
2015-04-05craftdef.cpp: Return 0 after assert to make Clang happyLoic Blot
2015-04-05Fix uninitialized variabled in ConnectionEventLoic Blot
2015-04-05Crafting speedupest31
This greatly increases crafting performance, especially in worlds with many mods. Approved by @kwolekr. Introduces a hash-type-layered fall-through mechanism, where every layer specifies one hash algorithm, and the "deeper the fall", the more collisions to expect for the algorithm. One Craft definition only resides at one layer, which improves speed for lower layers (and a complete fail), due to most craft definitions residing at high layers. Due to the fall-through design, the undocumented behaviour that later craft recipes override older ones had to be weaked up a bit, but craft recipes with the same hash and layer will still override.
2015-04-03Remove errorstream logging on password changeest31
This seems to be a debug message which has been forgotten to be removed.
2015-04-03Fix players spawned at (0,0,0) in some rare cases instead of ↵Loic Blot
static_spawnpoint, if set Approved by: @kwoelkr
2015-04-03Create PacketError exception and use it with ACTIVEOBJECT_REMOVE_ADD handler ↵Loic Blot
which can be unreliable
2015-04-02Fix crash caused by null texture in GUI formspec/HUD.Aaron Suen
2015-04-02Fix MSVC error caused by ed10005SmallJoker
2015-04-01Treegen: Add pine tree. Force place trunksparamat
Speed-optimise leaves blits Use MMVManip for make_jungletree Use correct code style
2015-04-01Move globals from main.cpp to more sane locationsCraig Robbins
Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
2015-04-01NetworkPacket: reading outside packet is now clearer.Loic Blot
Use a common function to check the reading offset
2015-04-01Fix some minor details from 6d61375kwolekr
2015-04-01Clean scaling pre-filter for formspec/HUD.Aaron Suen
2015-03-31Fix usage of destroyed mutexkwolekr
Also fix a memory leak Fix overloaded virtual warning in Player::move() Remove some trailing whitespace
2015-03-31Fix set_bitskwolekr
2015-03-31ObjDefManager, Mapgen SAPI: Huge refactoringkwolekr
- General code cleanup - Unified object creation and loading - Specifying objects in APIs is now orthogonal (i.e. anything can take an ID, name string, or the raw table definition (and automatically registers if present
2015-03-31Fix use of unitialized variable in gettext.cppCraig Robbins
#2583
2015-03-31Connection::Receive(): receive Network Packet instead of SharedBuffer<u8>.Loic Blot
Because we get a Buffer<u8> from ConnectionEvent, don't convert it to SharedBuffer<u8> and return it to Server/Client::Receive which will convert it to NetworkPacket Instead, put the Buffer<u8> directly to NetworkPacket and return it to packet processing This remove a long existing memory copy Also check the packet size directly into Connection::Receive instead of packet processing
2015-03-31RunCommandQueues: little optimizationLoic Blot
remove command from queue on success, else do nothing, instead of remove command from queue and push it front on success
2015-03-31Typo in getOutgoingSequenceNumber => successfull to successfulLoic Blot
2015-03-31Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen
JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
2015-03-31Change format of screenshot namesCraig Robbins
Filename screenshot_ + ISO 8601 format + [-serial] i.e. screenshot_YYYY-MM-DDTHH::MM::SS[-serial].png Serial is added if the filename + timestamp already exists and is in the range 1 to 999
2015-03-31GenElementManager: Pass opaque handles to Lua and rename to ObjDefManagerkwolekr
Add core.clear_registered_schematics() and refactor schematics somewhat
2015-03-30Use Buffer not SharedBuffer in NetworkPacket::oldForgePacketLoic Blot
2015-03-30On Android enable always fastCraig Robbins
Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping. Still requires fast move to be toggled on (and fast priv)
2015-03-29Fix Android build-related bugsCraig Robbins
E.g. Sound and freetype always being disabled, redefinition of pre-processor directives
2015-03-29Make sure g_timegetter is initalised before running speedtestsCraig Robbins
Thanks @SmallJoker for noticing the issue
2015-03-29Fix typoCraig Robbins
2015-03-29queued_commands must be a std::deque. RunCommandQueues needs to push packet ↵Loic Blot
on front, not back
2015-03-28Fix uninitialized variable Player::local_animation_speedLoic Blot
2015-03-28Add Lua function get_video_modes() for main menuCraig Robbins
Also updates and uses porting::getSupportedVideoModes()
2015-03-27Make camera clear error message if there's no errorShadowNinja
2015-03-27Fix GetText translation loadingShadowNinja
2015-03-27Change error_message from wstring to stringShadowNinja
This removes a lot of narrow/wide conversions where a wide string was never used.
2015-03-27Fix MSVC compile errorShadowNinja
2015-03-27Clean up and tweak build systemShadowNinja
* Combine client and server man pages. * Update unit test options and available databases in man page. * Add `--worldname` to man page. * Fix a bunch of places where `"Minetest"` was used directly instead of `PROJECT_NAME`. * Disable server build by default on all operating systems. * Make `ENABLE_FREETYPE` not fail if FreeType isn't found. * Enable LevelDB, Redis, and FreeType detection by default. * Remove the `VERSION_PATCH_ORIG` hack. * Add option to search for and use system JSONCPP. * Remove broken LuaJIT version detection. * Rename `DISABLE_LUAJIT` to `ENABLE_LUAJIT`. * Rename `minetest_*` variables in `version.{h,cpp}` to `g_*`. * Clean up style of CMake files.
2015-03-24lua_api/l_mapgen: generate_ores/decorations: make p1, p2 optionalparamat
2015-03-25Change filename of screenshots to something more human readableCraig Robbins
2015-03-25Update timestamp to include dateCraig Robbins
2015-03-24Don't send an InventoryAction at each setInventoryModified, we only need one ↵Loic Blot
SendInventory per inventory modification Client doesn't like to receive multiples SendInventory for one action, this can trigger glitches on clients (sometimes due to incorrect UDP packet ordering due to UDP protocol) This fix issue #2544
2015-03-24Slow down the "key repeat" touch speed for some Android controlsCraig Robbins
Increases the key/buttons repeat delay for fly, noclip, fast, debug and camera buttons
2015-03-23Add core.register_schematic() and cache schematics on usekwolekr