aboutsummaryrefslogtreecommitdiff
path: root/src/guiFileSelectMenu.h (unfollow)
Commit message (Collapse)AuthorFilesLines
2017-01-14Fix another missing const reported by clang & @sfan5Loic Blot2-2/+2
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-14Fix missing const in ServerActiveObject::getStaticDataLoic Blot1-1/+1
This fixes #5033 Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13Organize defaultsettings.cppShadowNinja1-112/+107
2017-01-13Main menu tweaksShadowNinja3-10/+9
2017-01-13Optimize SAO getStaticData by using std::string pointer instead of return copyLoic Blot4-12/+14
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13Cleanup content_sao by factorizing similar code partsRogier2-249/+126
Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-13Enable mod security by defaultShadowNinja3-3/+3
2017-01-13Meshes: Make object mesh face shading consistentparamat1-11/+8
Previously, object meshes had their North and South faces darker than East and West faces, the opposite of nodes and meshnodes. This commit corrects this. State constants as float-literals not double-literals. Simplify code. Add comment.
2017-01-11Make nametag removable with set_nametag_attributes (#5021)Rui1-2/+1
2017-01-11Cleanup some header inclusions to improve compilation timesLoic Blot10-13/+22
2017-01-11Performance fix + SAO factorizationRogier8-117/+88
Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
2017-01-09Add staticdata parameter to add_entity (#5009)Rui3-3/+6
* Add staticdata parameter to add_entity * Add add_entity_with_staticdata to core.features
2017-01-09Environment & IGameDef code refactoring (#4985)Ner'zhul49-409/+301
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
2017-01-09support older PostGreSQL versions (#4999)zeuner2-7/+26
* support older PostGreSQL versions * documentation accuracy * improve performance by affecting less rows in UPDATE queries
2017-01-09builtin/.../falling.lua: Avoid crash when hitting unknown nodessfan51-1/+1
2017-01-08Map generation limit: Cache as 'const' not 'const static'paramat2-3/+3
2017-01-08Map generation limit: Fix checks for block/sector over-limitparamat2-14/+36
Fix the maths that check if any part of a mapblock or sector is over the set map_generation_limit. Therefore avoid the loading of any over-limit blocks that were previously generated when map_generation_limit was larger. The set limit can vary for a world because it is not yet a per-world mapgen parameter, even when it is sometimes it will be changed deliberately. Therefore avoid a player being returned to world centre if they re-enter a world while being over-limit. Fix the createSector() crash caused by a mob spawning over-limit in an over-limit mapblock
2017-01-08Minor: Fix indentation in serverenvironment.cppLars Hofhansl1-51/+51
2017-01-08Move ServerEnvironment to dedicated cpp/header filesLoic Blot14-2555/+2600
* also cleanup some unneeded inclusions
2017-01-08Move ClientEnvironment to dedicated cpp/header filesLoic Blot8-1003/+1042
2017-01-08Get neighbor from same map block if possible in ABMHandler (#4998)lhofhansl1-6/+15
2017-01-07Make column alignment consistent in advanced settings (#5004)Ezhh1-1/+1
2017-01-07Revert "Extend minetest.is_yes()"sfan52-3/+1
This reverts commit c435eabf3ffb77eab955d5faeb5450da1befc149.
2017-01-07Extend minetest.is_yes()red-0012-1/+3
2017-01-05README.txt: Update the License to 2010-2017LNJ1-2/+2
2017-01-05lua_api.txt: Add registered_chatcommands to global tablesLNJ1-0/+2
2017-01-05Add raycast.cpp and tileanimation.cpp to Android.mkWayward11-0/+2
2017-01-04Expose and document chatcommands as minetest.registered_chatcommandsrubenwardy2-9/+11
2017-01-04Fixes for using std:vector in ABMHander and further perf improvementsLars Hofhansl3-13/+22
2017-01-04Use std::vector instead of std::map in class ABMHandlerRogier-51-13/+15
2017-01-04Improve getPointedThing() (#4346)Dániel Juhász20-432/+1045
* Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
2017-01-04Travis: Build server too for UNIXLoïc Blot1-0/+1
2017-01-03Pull occlusion check out of loop, and minor code cleanups.Lars Hofhansl1-28/+13
2017-01-02Fix display gamma documentationThomas--S1-1/+1
Overlooked in #4873
2017-01-02Add 2D sheet animation for nodessfan58-27/+88
2017-01-02Added "[sheet" to the texture special commands.Luke Puchner-Hardman8-4/+54
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles on it and crops to the tile at position X,Y. Basically it works like "[verticalframe" but in 2D. For testing, I combined the four default_chest images into one.
2017-01-02Move TileAnimation code to seperate filesfan510-48/+168
2017-01-01Fix non reverted change on TOSERVER_BREATH compatLoic Blot1-1/+1
2017-01-01Breath cheat fix: server sideLoic Blot13-113/+107
Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer
2016-12-31Fix /grant & /revoke not working with custom auth handler (#4974)Dorian Wouters1-2/+2
core.auth_table is not supposed to be accessed directly.
2016-12-29Fix interact range check (thanks to @lhofhansl)sfan51-1/+2
2016-12-29Use the outgoing split sequence number for every outgoing packet (#4864)Rogier-51-1/+1
(instead of the last incoming sequence number...) Fixes #4848
2016-12-29Buildbot: Update Gettext version (#4971)sfan52-7/+5
2016-12-28Redo light.cpp.Auke Kok4-331/+28
Remake the light_decode_table. The table starts out without pre-filled in values since those are always discarded by the code apparently. We calculate a pseudo curve with gamma power function, and then apply a new adjustment table. The adjustment table is setup to make the default gamma of 2.2 look decent: not too dark at light level 3 or so, but too dark at 1 and below to be playable. The curve is much smoother than before and looks reasonable at the whole range, offering a pleasant decay of light levels away from lights. The `display_gamma` setting now actually does something logical: the game is darker at values below 2.2, and brighter at values above 2.2. At 3.0, the game is very bright, but still has a good light scale. At 1.1 or so, the bottom 5 light levels are virtually black, but you can still see enough detail at light levels 7-8, so the range and spread is adequate. I must add that my monitor is somewhat dark to begin with, since I have a `hc` screen that doesn't dynamic range colors or try to pull up `black` pixels for me (it is tuned for accurate color and light levels), so this should look even better on more dynamic display tunings.
2016-12-28Dont compare short with bool (#4963)adrido1-2/+3
Fixes a compiler warning on MSVC
2016-12-26Irrlicht 1.9 supportsfan56-2/+20
2016-12-26Various anticheat improvementssfan53-39/+60
* Calculate maximum interact distance from wielded tool * New "interacted_while_dead" cheat_type for the Lua API * Disallow dropping items while dead * Move player to spawn before resurrecting them
2016-12-24Add gradle wrapper (#4954)Ner'zhul5-2/+262
Gradle wrapper permit to use multiple gradle versions across OS versions
2016-12-24Update Android build tools to latest version (#4872)rubenwardy1-3/+2
2016-12-24Minimal game: Use field 'tiles' instead of 'tile_images'Rogier2-5/+5