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2017-07-27Remove one unused variable in Server::Receive functionLoic Blot1-1/+0
2017-07-26Remove unused Map::getDayNightDiff + fix one undefined variable in mapblock.cppLoic Blot3-68/+2
2017-07-26TileLayer: use shared_ptr for FrameSpec vector (#6171)Loïc Blot5-14/+14
* TileLayer: use shared_ptr for vector framespec This reduce memory copy of TileLayer from (4 to 16) * FrameSpec where FrameSpec = (sizeof(int) + 3 * sizeof(ptr)) to int + sizeof(ptr) Callgrind difference Before: https://lut.im/RGkiJqQb8T/LeQIEXpAuRzfl7gd.png After: https://lut.im/bcqmwee1xu/cTwtptY5tRuS9lp0.png * Fix one push_back to use vector::emplace_back & optimize inclusions
2017-07-26VoxelManip cleanups (const ref, const move) + function removal (#6169)Loïc Blot13-198/+85
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance * VoxelArea: precalculate extent (performance enhancement) This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation This will also benefits to mapgen
2017-07-26Create_schematic documentation: Update for per-node force-placeparamat1-5/+12
The probability list has to also encode per-node force-place.
2017-07-26Mgv7: Add 'mount_zero_level' parameterparamat4-2/+14
Allows setting of the mountain 'zero level' (y where density gradient is zero). It is easy to vertically shift smooth terrain by editing noise parameter 'offset', but vertically shifting mountain terrain was complex and imprecise, involving making a calculation based on an average of the mountain height parameter.
2017-07-25Move MapEditEventAreaIgnorer to emerge.cppLoic Blot2-25/+25
It's only used in emerge threads and it's a local object, don't expose it to the whole Minetest
2017-07-25Network protocol: Document settable player collisionbox (#6168)Paramat1-2/+7
2017-07-24Clouds API: change speed from 'y' to 'z', ColorSpecs in Lua docs (#6164)Ben Deutsch2-4/+5
2017-07-24LBM: use range based for and fixed a loop variable overloading in applyLBMsLoic Blot1-33/+24
2017-07-22Mgv7: Add option to repeat surface biomes in floatlandsparamat4-20/+29
2017-07-21Player collisionbox: Make settableTeTpaAka4-8/+13
Breaks compatibility with old clients.
2017-07-18In-cloud fog: Strengthen effect when small view range is usedLars Hofhansl1-1/+2
Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when using a small view range. Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly strong when using a large view range.
2017-07-18Window size: use 1024x600 to avoid a smaller UIparamat3-3/+3
The change from 800x600 to 1024x576 (16:9) was a reduction in height which caused user interface to become smaller. Continue to use width 1024 as it is a common small screen width.
2017-07-18[CSM] Add flavour limits controlled by server (#5930)Loïc Blot18-29/+136
* [CSM] Add flavour limits controlled by server Server send flavour limits to client permitting to disable or limit some Lua calls * Add limits for reading nodedefs and itemdefs * flavour: Add lookup node limits * Merge get_node_or_nil into get_node. Sending fake node doesn't make sense in CSM, just return nil if node is not available for any reason * Add node range customization when noderange flavour is enabled (default 8 nodes) * Limit nodes range & disable chat message sending by default * Bump protocol version
2017-07-18Copy lua51.dll (luajit) to bindir (#6148)adrido1-0/+6
2017-07-18LBM content mapping map doesn't need to be ordered, use std::unordered_mapLoic Blot2-3/+3
Also rename helper to lbm_map instead of container_map
2017-07-18Very little performance fix on correctBlockNodeIdsLoic Blot1-18/+13
+ C++11 codestyle
2017-07-17Mgfractal: Improve spawning behaviourparamat2-6/+7
Spawn player 1 node higher to avoid spawning waist-deep in a possible biome 'dust' node, such as tundra snowblock. Tune default offset to spawn players in a more interesting location on the mandelbrot sets, on a raised area that looks like a spawn platform. Tune julia parameters to help avoid spawn search failing, especially for fractal 6.
2017-07-17Mesh generation: Fix performance regression caused by 'plantlike_rooted' PRnumber Zero1-4/+10
Regression caused by ef285b2815962a7a01791059ed984cb12fdba4dd
2017-07-17Chat: Move chat text down to not overlap 3rd line of debug text (#6145)Paramat1-1/+1
2017-07-16Add information about the button heightcx3842-0/+2
2017-07-16F5 debug display: Reformat and remove some information (#6125)Paramat1-24/+43
For consistency return to 'FPS =', add comma before FPS. Remove 'R' from 'range_all' as may be re-keymapped. Remove inconsistent brackets from 'range_all'. Change 'v_range' to 'view_range'. Add 'pos = ' before co-ordinates. Add spaces around '=' in yaw display. Remove brackets from around 'yaw' and 'seed'. Move 'pointing_at' to 3rd line. Remove 'param1' (0 for all solid nodes and unreadable for light sources due to light bank encoding). Remove file name of pointed node top tile (this also removes the need to get ContentFeatures for the node, slightly improving performance). Replace quotes around node data with brackets, looks better and more consistent. Add 'guitext3' for third line. Use 'setVisible' for all 3 lines to control the setting of each text rectangle. Improve logic of 3rd line to only run code it needs to depending on whether pointing data is avaialble and whether node is not 'ignore' and not 'unknown'.
2017-07-16Chat protocol rewrite (#5117)Loïc Blot16-51/+251
* New TOCLIENT_CHAT_MESSAGE packet * Rename old packet to TOCLIENT_CHAT_MESSAGE_OLD for compat * Handle TOCLIENT_CHAT_MESSAGE new structure client side * Client chat queue should use a specific object * SendChatMessage: use the right packet depending on protocol version (not complete yet) * Add chatmessage(type) objects and handle them client side (partially) * Use ChatMessage instead of std::wstring server side * Update with timestamp support
2017-07-15Camera: Fix wieldmesh glitch after teleporting (#6138)kilbith1-1/+2
2017-07-15Revert "CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand""Loic Blot9-3/+108
This reverts commit bdac12761cd92960c3df83c932aa610f2322215f.
2017-07-15Default window size: Increase to 1024x576, aspect ratio 16:9paramat3-6/+6
2017-07-15CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand"rubenwardy9-108/+3
Original PR: #5747. This reverts commit 39f4a2f607d44738d60db84eba4b30e3d7450204.
2017-07-15Sneak: Stripped down versionSmallJoker2-231/+176
Fix taking damage caused by sneaking over a nodebox gap. Fix strange behaviour on stair nodeboxes. Enable jumping from node edges while sneaking. Enable movement around corners while sneaking on a 1-node-high groove in a wall.
2017-07-14Remove remaining modstore code (#6120)Elijah Duffy14-1241/+1
2017-07-14Dont search for locale folders if gettext is disabled (#6133)adrido1-1/+1
If gettext is disabled, it is defined as 0.
2017-07-11Advanced settings: Reformat noise parameter format exampleparamat1-2/+3
Previously the example ran off the edge of the formspec. Also include 'lacunarity' in the format instead of treating it as an option.
2017-07-11Biomes/decorations/ores: Make relative to 'water_level' settingparamat14-43/+90
Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level' argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()' to allow mapgens to vertically shift the registered biomes, decorations and ores per-mapchunk. Will also allow many realm possibilities in future mapgens.
2017-07-11Add 'plantlike_rooted' drawtypenumber Zero9-121/+193
Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
2017-07-07Mapgen Carpathian: Add lava_depth parametervlapsley4-2/+13
2017-07-07Expose getPointedThing to LuaDániel Juhász25-313/+671
This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
2017-07-06Mapgen: Add Carpathian mapgen (#6015)Vaughan Lapsley9-0/+725
2017-07-05Fog effect when camera is inside cloudBen Deutsch7-30/+84
Fixes issue #3576 * Clouds now take camera position as 3D, not 2D * Cloud grid filling extracted to gridFilled method * Clouds detect whether camera is inside cloud * Camera in cloud changes fog by overriding sky colors with cloud color * Sun, moon and stars can be temporarily disabled with setBodiesVisible * Disabling fog also disables all "inside cloud" behaviors
2017-07-04Treegen: Fix s16 overflow warning (#6082)Vincent Glize1-7/+4
2017-07-04Main Menu: Allow copying directories from non-Minetest locations (#6095)Elijah Duffy1-2/+1
Allow `core.copy_dir` (main menu API) to copy directories from a non-Minetest location. The check to disallow copying to non-Minetest locations is retained.
2017-07-04Camera: Arm inertia code cleanup (#6094)kilbith2-44/+32
2017-07-02Fix crash due to missing pointer validationLoic Blot1-4/+4
Fix #6092
2017-07-02Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)Loïc Blot13-52/+37
* 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 Guerrero2-33/+52
2017-07-02Dungeons: Add setting to prevent projecting dungeonsparamat4-2/+14
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)stujones111-1/+1
2017-07-01C++11 cleanup inventorymanager (#6077)Vincent Glize4-168/+111
* C++11 cleanup inventorymanager
2017-07-01Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones113-27/+35
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-00124-101/+230
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)Paramat6-63/+63