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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
2016-12-24Move PP() and PP2() macros to basic_macros.hRogier13-58/+50
Instead of redefining them everywhere.
2016-12-24Process ABMs in a spherical volume instead of cubicLars Hofhansl4-5/+8
Increase active_block_range default to a 3 mapblock radius.
2016-12-24Shaders: Remove unnecessary 'if' statementsLars Hofhansl3-46/+46
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
2016-12-24Make minetest abort on lua panicRogier2-0/+15
Currently, lua does a regular exit() after a lua panic, which can make a problem hard to debug. Invoking FATAL_ERROR() instead will print some useful information, and abort() minetest, so that a debugger can be used to analyze the situation.
2016-12-22Continue with 0.4.15-devsfan51-1/+1
2016-12-22Bump version to 0.4.15sfan54-5/+5
2016-12-22Final update to credits before releaseCraig Robbins1-0/+1
2016-12-22Translated using Weblate (Russian)Nikolay1-39/+50
Currently translated at 59.2% (544 of 918 strings)
2016-12-22Translated using Weblate (Portuguese (Brazil))Cold Meson 061-192/+158
Currently translated at 99.5% (914 of 918 strings)
2016-12-22Translated using Weblate (Portuguese (Brazil))Bruno Borges1-2/+2
Currently translated at 94.8% (871 of 918 strings)
2016-12-22Translated using Weblate (Portuguese (Brazil))Cold Meson 061-232/+171
Currently translated at 84.5% (776 of 918 strings)
2016-12-22Translated using Weblate (Dutch)Rogier1-380/+464
Currently translated at 85.2% (783 of 918 strings)
2016-12-22Translated using Weblate (German)Wuzzy1-38/+57
Currently translated at 100.0% (918 of 918 strings)
2016-12-22Android: Workarounds for Googles completely broken NDKsfan51-0/+15
2016-12-21Android: update curl and libgmpest311-2/+2
2016-12-21Builtin/../falling.lua: Avoid crash when object pos over limitparamat1-1/+3
If the object pos is over limit, 'add entity' will not add an entity, causing 'obj' to be nil.
2016-12-21Don't ship with broken languages (#4940)est311-2/+24
2016-12-21Disable mod security by default (closes #4944)sfan53-3/+3
2016-12-21Fix warning reported by clang (possible bug in Settings lua api)sfan51-1/+1
2016-12-21Correct Swahili translations (#4939)sfan51-22/+16
2016-12-20Limit drawing rect of selected item to viewport size (fixes #4341)sfan51-0/+1
2016-12-20Security: Fix resolving of some relative pathsShadowNinja1-8/+18
Trying to resolve a path with RemoveRelativePathComponents that can't be resolved without leaving leading parent components (e.g. "../worlds/foo" or "bar/../../worlds/foo") will fail. To work around this, we leave the relative components and simply remove the trailing components one at a time, and bail out when we find a parent component. This will still fail for paths like "worlds/foo/noexist/../auth.txt" (the path before the last parent component must not exist), but this is fine since you won't be able to open a file with a path like that anyways (the O.S. will determine that the path doesn't exist. Try `cat /a/../etc/passwd`).
2016-12-20Fix RemoveRelatvePathComponentsShadowNinja2-17/+23
This used to return "/foo" for "../foo" when it should return the enpty string (i.e., error removing all relative components).
2016-12-20Mod security: Allow read-only access to all mod pathsShadowNinja8-41/+89
2016-12-19Fix occlusion culling, again (#4930)lhofhansl1-1/+4
2016-12-18Fix occlusing counting (#4922)lhofhansl1-2/+2
2016-12-18Fix unnecessary block loading (#4847)Dániel Juhász1-7/+9
This commit makes the game load blocks only if they are not in the memory.
2016-12-16Mapgen: Make mgv7 the default in UIAuke Kok3-3/+3
The actual menu default comes from defaultsettings.cpp.
2016-12-14Fix build with gettext enabledest311-12/+27
2016-12-14Cavegen: Wider tunnels in mgflat, mgfractal, mgvalleysparamat5-9/+9
As mgv7 is now the default mapgen i re-checked its tunnel width on request, discovered they needed to be wider, and have made this change. This commit widens the identical 3D noise tunnels in the other mapgens in exactly the same way.
2016-12-14Run updatepo.shest3128-5488/+5498
2016-12-14Update minetest.conf.example and settings_translation_file.cppest312-28/+29