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* Protect a few more settings from being set from modssfan52022-05-291-4/+17
| | | | Of those settings main_menu_script has concrete security impact, the rest are added out of abundance of caution.
* Map opaque waving leaves to allfaces drawtypesfan52022-05-291-2/+9
| | | | fixes #9842
* Improve a translation stringsfan52022-05-291-4/+2
| | | | fixes #11442
* Force-update shadows when the world is changed (#12364)x20482022-05-263-6/+19
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* Reduce size of ContentFeatures structuresfan52022-05-264-125/+143
| | | | | | On my system this is a reduction from 4664 to 3704 bytes. This is not for the sake of saving RAM but ensuring commonly used structures fit into caches better.
* Get rid of global buffer that would ruin concurrent MapBlock serializationsfan52022-05-261-15/+19
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* Improve code in mapblock_mesh.cpp a bitsfan52022-05-261-21/+13
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* Quantize light frustum calculations (#12357)x20482022-05-231-1/+19
| | | | | | | * Quantize light frustum calculations Reduces shadow flicker * Fix function name to match conventions
* Fix hash implementation for SerializedBlockCachesfan52022-05-231-3/+2
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* Use unordered_map instead of map for MapSectorsRichard Try2022-05-232-2/+2
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* Add missing concurrency protection in logger (#12325)paradust72022-05-232-4/+16
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* Fix no_texture.png for unknown nodes with ID < 125 (#12329)Wuzzy2022-05-231-1/+1
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* Replace all uses of core::list with std::list (#12313)paradust72022-05-2216-148/+36
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* Fixes needed to use irrArray backed by std::vector (#12263)paradust72022-05-226-55/+77
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* Don't ignore server disconnects in client codesfan52022-05-211-3/+5
| | | | | If the server stops talking to us without saying bye we should actually end the in-game session with an error message.
* Optimize JSON string (de)serialization routinessfan52022-05-211-104/+113
| | | | | | stringstreams were shown to be slow when reading/writing single characters and there is lots of potential by having functions perform on existing buffers whenever possible.
* Improve testSerializeJsonString unit testssfan52022-05-213-21/+62
| | | | | this also removes the requirement that / is escaped, there is no reason for doing so.
* Deprecate game.conf name, use title instead (#12030)rubenwardy2022-05-216-14/+70
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* Improve shadow filters (#12195)x20482022-05-214-1/+6
| | | | | | | | | * Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
* Fix lighting of upright_sprite entities (#12336)x20482022-05-201-6/+2
| | | Use MeshNode materials to set the light since ReadOnlyMaterials is now false
* Fix lighting of the wield mesh (#12341)x20482022-05-203-3/+11
| | | | | * Assign node light to player before final color blend. Fixes day/night lightbank ratio for wield meshes * Update wield mesh light when changing mesh
* Use std::map instead of core::map (#12301)paradust72022-05-184-27/+25
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* Remove confusing message in keybindings menusavilli2022-05-171-1/+1
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* Initialize wield mesh color when wield_image is setDmitry Kostenko2022-05-151-0/+3
| | | | #12245
* Use native packer to transfer globals into async env(s)sfan52022-05-104-8/+9
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* Support packing arbitrary graphs (#12289)Jude Melton-Houghton2022-05-102-46/+62
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* Fix cooking and fuel crafts with aliasesJude Melton-Houghton2022-05-101-2/+4
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* Fix possible unreliable behavior due to uninitialized variablesOctavian2022-05-101-0/+1
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* Add more Prometheus metrics (#12274)sfan52022-05-0910-119/+224
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* HUD: Update selection mesh every frame (#12270)Lars Müller2022-05-091-3/+5
| | | Fixes outdated selection boxes after entity property changes.
* Consolidate some data structures in MapBlockMeshsfan52022-05-082-38/+44
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* Cache serialized mapblocks during sendingsfan52022-05-082-13/+45
| | | | | | | This reduces the (absolute) time spent in Server::SendBlocks() from 700ms to 300ms (relative) share of MapBlock::serialize() from 80% to 60% in a test setup with 10 players and many block changes
* Fix mapblock geometry optimisation not workingROllerozxa2022-05-081-1/+0
| | | | Caused by the depth sorting PR marking not only transparent nodes to be ignored but also opaque ones with the TILE_MATERIAL_BASIC material type
* Add benchmarks for json string serialize/deserialize (#12258)paradust72022-05-068-0/+188
| | | Co-authored-by: sfan5 <sfan5@live.de>
* Enable chat clickable weblinks by default (#12115)Froggo2022-05-061-1/+3
| | | Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Fix Windows Visual Studio actions (#11176)LoneWolfHT2022-05-041-3/+4
| | | Co-authored-by: rubenwardy <rw@rubenwardy.com>
* Avoid rendering invisible faces of simple nodeboxes (#12262)x20482022-05-042-13/+82
| | | | | | * Skip rendering faces adjacent to opaque nodes * Cancel out opposite faces of adjacent nodebox nodes of the same type Fixes #6409
* hud_get: Return precision field for waypoints (#12215)Lars Müller2022-05-041-0/+6
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* guiScalingFilter: Fix most memory leaks (#12256)SmallJoker2022-05-042-3/+11
| | | | Calls to the cache function ended up creating a new texture regardless whether the texture is already cached.
* Make logging cost free when there is no output target (#12247)paradust72022-05-0412-190/+332
| | | | | The logging streams now do almost no work when there is no output target for them. For example, if LL_VERBOSE has no output targets, then `verbosestream << x` will return a StreamProxy with a null target. Any further `<<` operations applied to it will do nothing.
* Fix broken FPS/dtime counters in debug infosfan52022-05-031-1/+1
| | | | was broken by a89afe1229e327da3c397a3912b2d43d2196ea2b
* Async environment for mods to do concurrent tasks (#11131)sfan52022-05-0228-43/+1316
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* Fix synchronization issue at thread startsfan52022-05-021-3/+3
| | | | | | | | | | If a newly started thread immediately exits then m_running would immediately be set to false again and the caller would be stuck waiting for m_running to become true forever. Since a mutex for synchronizing startup already exists we can simply move the while loop into it. see also: #5134 which introduced m_start_finished_mutex
* Refactor some Lua API functions in preparation for async envsfan52022-05-028-45/+37
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* Remove some unused variable from Lua class wrapperssfan52022-05-024-23/+20
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* Initialize wield mesh colors when changing item. (#12254)x20482022-05-011-0/+8
| | | Fixes #12245
* Deal with compiler warningssfan52022-04-3012-30/+30
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* Enable additional warning flagssfan52022-04-301-7/+7
| | | | also make them work with the RelWithDebInfo build type
* Clean up some auth packet handling related codesfan52022-04-289-98/+52
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* Fix password changing getting stuck if wrong password is entered oncesfan52022-04-283-0/+13
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